
class_name quickSet

var v_application:C1_application = C1_application.new()
#application
class C1_application:
	var v_config:C2_config = C2_config.new()
	#application/config
	class C2_config:
		#application/config/name
		var v_name_path = "application/config/name"
		var v_name setget set_name,get_name

		func set_name(value):
			ProjectSettings.set_setting(v_name_path,value)
			ProjectSettings.save()
			pass

		func get_name():
			return ProjectSettings.get_setting(v_name_path)
			pass

		#application/config/description
		var v_description_path = "application/config/description"
		var v_description setget set_description,get_description

		func set_description(value):
			ProjectSettings.set_setting(v_description_path,value)
			ProjectSettings.save()
			pass

		func get_description():
			return ProjectSettings.get_setting(v_description_path)
			pass

		#application/config/use_custom_user_dir
		var v_use_custom_user_dir_path = "application/config/use_custom_user_dir"
		var v_use_custom_user_dir setget set_use_custom_user_dir,get_use_custom_user_dir

		func set_use_custom_user_dir(value):
			ProjectSettings.set_setting(v_use_custom_user_dir_path,value)
			ProjectSettings.save()
			pass

		func get_use_custom_user_dir():
			return ProjectSettings.get_setting(v_use_custom_user_dir_path)
			pass

		#application/config/custom_user_dir_name
		var v_custom_user_dir_name_path = "application/config/custom_user_dir_name"
		var v_custom_user_dir_name setget set_custom_user_dir_name,get_custom_user_dir_name

		func set_custom_user_dir_name(value):
			ProjectSettings.set_setting(v_custom_user_dir_name_path,value)
			ProjectSettings.save()
			pass

		func get_custom_user_dir_name():
			return ProjectSettings.get_setting(v_custom_user_dir_name_path)
			pass

		#application/config/project_settings_override
		var v_project_settings_override_path = "application/config/project_settings_override"
		var v_project_settings_override setget set_project_settings_override,get_project_settings_override

		func set_project_settings_override(value):
			ProjectSettings.set_setting(v_project_settings_override_path,value)
			ProjectSettings.save()
			pass

		func get_project_settings_override():
			return ProjectSettings.get_setting(v_project_settings_override_path)
			pass

		#application/config/icon
		var v_icon_path = "application/config/icon"
		var v_icon setget set_icon,get_icon

		func set_icon(value):
			ProjectSettings.set_setting(v_icon_path,value)
			ProjectSettings.save()
			pass

		func get_icon():
			return ProjectSettings.get_setting(v_icon_path)
			pass

		#application/config/macos_native_icon
		var v_macos_native_icon_path = "application/config/macos_native_icon"
		var v_macos_native_icon setget set_macos_native_icon,get_macos_native_icon

		func set_macos_native_icon(value):
			ProjectSettings.set_setting(v_macos_native_icon_path,value)
			ProjectSettings.save()
			pass

		func get_macos_native_icon():
			return ProjectSettings.get_setting(v_macos_native_icon_path)
			pass

		#application/config/windows_native_icon
		var v_windows_native_icon_path = "application/config/windows_native_icon"
		var v_windows_native_icon setget set_windows_native_icon,get_windows_native_icon

		func set_windows_native_icon(value):
			ProjectSettings.set_setting(v_windows_native_icon_path,value)
			ProjectSettings.save()
			pass

		func get_windows_native_icon():
			return ProjectSettings.get_setting(v_windows_native_icon_path)
			pass

		#application/config/auto_accept_quit
		var v_auto_accept_quit_path = "application/config/auto_accept_quit"
		var v_auto_accept_quit setget set_auto_accept_quit,get_auto_accept_quit

		func set_auto_accept_quit(value):
			ProjectSettings.set_setting(v_auto_accept_quit_path,value)
			ProjectSettings.save()
			pass

		func get_auto_accept_quit():
			return ProjectSettings.get_setting(v_auto_accept_quit_path)
			pass

		#application/config/quit_on_go_back
		var v_quit_on_go_back_path = "application/config/quit_on_go_back"
		var v_quit_on_go_back setget set_quit_on_go_back,get_quit_on_go_back

		func set_quit_on_go_back(value):
			ProjectSettings.set_setting(v_quit_on_go_back_path,value)
			ProjectSettings.save()
			pass

		func get_quit_on_go_back():
			return ProjectSettings.get_setting(v_quit_on_go_back_path)
			pass

	var v_run:C2_run = C2_run.new()
	#application/run
	class C2_run:
		#application/run/main_scene
		var v_main_scene_path = "application/run/main_scene"
		var v_main_scene setget set_main_scene,get_main_scene

		func set_main_scene(value):
			ProjectSettings.set_setting(v_main_scene_path,value)
			ProjectSettings.save()
			pass

		func get_main_scene():
			return ProjectSettings.get_setting(v_main_scene_path)
			pass

		#application/run/disable_stdout
		var v_disable_stdout_path = "application/run/disable_stdout"
		var v_disable_stdout setget set_disable_stdout,get_disable_stdout

		func set_disable_stdout(value):
			ProjectSettings.set_setting(v_disable_stdout_path,value)
			ProjectSettings.save()
			pass

		func get_disable_stdout():
			return ProjectSettings.get_setting(v_disable_stdout_path)
			pass

		#application/run/disable_stderr
		var v_disable_stderr_path = "application/run/disable_stderr"
		var v_disable_stderr setget set_disable_stderr,get_disable_stderr

		func set_disable_stderr(value):
			ProjectSettings.set_setting(v_disable_stderr_path,value)
			ProjectSettings.save()
			pass

		func get_disable_stderr():
			return ProjectSettings.get_setting(v_disable_stderr_path)
			pass

		#application/run/flush_stdout_on_print
		var v_flush_stdout_on_print_path = "application/run/flush_stdout_on_print"
		var v_flush_stdout_on_print setget set_flush_stdout_on_print,get_flush_stdout_on_print

		func set_flush_stdout_on_print(value):
			ProjectSettings.set_setting(v_flush_stdout_on_print_path,value)
			ProjectSettings.save()
			pass

		func get_flush_stdout_on_print():
			return ProjectSettings.get_setting(v_flush_stdout_on_print_path)
			pass

		#application/run/flush_stdout_on_print__debug
		var v_flush_stdout_on_print__debug_path = "application/run/flush_stdout_on_print.debug"
		var v_flush_stdout_on_print__debug setget set_flush_stdout_on_print__debug,get_flush_stdout_on_print__debug

		func set_flush_stdout_on_print__debug(value):
			ProjectSettings.set_setting(v_flush_stdout_on_print__debug_path,value)
			ProjectSettings.save()
			pass

		func get_flush_stdout_on_print__debug():
			return ProjectSettings.get_setting(v_flush_stdout_on_print__debug_path)
			pass

		#application/run/frame_delay_msec
		var v_frame_delay_msec_path = "application/run/frame_delay_msec"
		var v_frame_delay_msec setget set_frame_delay_msec,get_frame_delay_msec

		func set_frame_delay_msec(value):
			ProjectSettings.set_setting(v_frame_delay_msec_path,value)
			ProjectSettings.save()
			pass

		func get_frame_delay_msec():
			return ProjectSettings.get_setting(v_frame_delay_msec_path)
			pass

		#application/run/low_processor_mode
		var v_low_processor_mode_path = "application/run/low_processor_mode"
		var v_low_processor_mode setget set_low_processor_mode,get_low_processor_mode

		func set_low_processor_mode(value):
			ProjectSettings.set_setting(v_low_processor_mode_path,value)
			ProjectSettings.save()
			pass

		func get_low_processor_mode():
			return ProjectSettings.get_setting(v_low_processor_mode_path)
			pass

		#application/run/low_processor_mode_sleep_usec
		var v_low_processor_mode_sleep_usec_path = "application/run/low_processor_mode_sleep_usec"
		var v_low_processor_mode_sleep_usec setget set_low_processor_mode_sleep_usec,get_low_processor_mode_sleep_usec

		func set_low_processor_mode_sleep_usec(value):
			ProjectSettings.set_setting(v_low_processor_mode_sleep_usec_path,value)
			ProjectSettings.save()
			pass

		func get_low_processor_mode_sleep_usec():
			return ProjectSettings.get_setting(v_low_processor_mode_sleep_usec_path)
			pass

		#application/run/main_loop_type
		var v_main_loop_type_path = "application/run/main_loop_type"
		var v_main_loop_type setget set_main_loop_type,get_main_loop_type

		func set_main_loop_type(value):
			ProjectSettings.set_setting(v_main_loop_type_path,value)
			ProjectSettings.save()
			pass

		func get_main_loop_type():
			return ProjectSettings.get_setting(v_main_loop_type_path)
			pass

	var v_boot_splash:C2_boot_splash = C2_boot_splash.new()
	#application/boot_splash
	class C2_boot_splash:
		#application/boot_splash/image
		var v_image_path = "application/boot_splash/image"
		var v_image setget set_image,get_image

		func set_image(value):
			ProjectSettings.set_setting(v_image_path,value)
			ProjectSettings.save()
			pass

		func get_image():
			return ProjectSettings.get_setting(v_image_path)
			pass

		#application/boot_splash/fullsize
		var v_fullsize_path = "application/boot_splash/fullsize"
		var v_fullsize setget set_fullsize,get_fullsize

		func set_fullsize(value):
			ProjectSettings.set_setting(v_fullsize_path,value)
			ProjectSettings.save()
			pass

		func get_fullsize():
			return ProjectSettings.get_setting(v_fullsize_path)
			pass

		#application/boot_splash/use_filter
		var v_use_filter_path = "application/boot_splash/use_filter"
		var v_use_filter setget set_use_filter,get_use_filter

		func set_use_filter(value):
			ProjectSettings.set_setting(v_use_filter_path,value)
			ProjectSettings.save()
			pass

		func get_use_filter():
			return ProjectSettings.get_setting(v_use_filter_path)
			pass

		#application/boot_splash/bg_color
		var v_bg_color_path = "application/boot_splash/bg_color"
		var v_bg_color setget set_bg_color,get_bg_color

		func set_bg_color(value):
			ProjectSettings.set_setting(v_bg_color_path,value)
			ProjectSettings.save()
			pass

		func get_bg_color():
			return ProjectSettings.get_setting(v_bg_color_path)
			pass

var v_audio:C1_audio = C1_audio.new()
#audio
class C1_audio:
	#audio/default_bus_layout
	var v_default_bus_layout_path = "audio/default_bus_layout"
	var v_default_bus_layout setget set_default_bus_layout,get_default_bus_layout

	func set_default_bus_layout(value):
		ProjectSettings.set_setting(v_default_bus_layout_path,value)
		ProjectSettings.save()
		pass

	func get_default_bus_layout():
		return ProjectSettings.get_setting(v_default_bus_layout_path)
		pass

	#audio/driver
	var v_driver_path = "audio/driver"
	var v_driver setget set_driver,get_driver

	func set_driver(value):
		ProjectSettings.set_setting(v_driver_path,value)
		ProjectSettings.save()
		pass

	func get_driver():
		return ProjectSettings.get_setting(v_driver_path)
		pass

	#audio/enable_audio_input
	var v_enable_audio_input_path = "audio/enable_audio_input"
	var v_enable_audio_input setget set_enable_audio_input,get_enable_audio_input

	func set_enable_audio_input(value):
		ProjectSettings.set_setting(v_enable_audio_input_path,value)
		ProjectSettings.save()
		pass

	func get_enable_audio_input():
		return ProjectSettings.get_setting(v_enable_audio_input_path)
		pass

	#audio/mix_rate
	var v_mix_rate_path = "audio/mix_rate"
	var v_mix_rate setget set_mix_rate,get_mix_rate

	func set_mix_rate(value):
		ProjectSettings.set_setting(v_mix_rate_path,value)
		ProjectSettings.save()
		pass

	func get_mix_rate():
		return ProjectSettings.get_setting(v_mix_rate_path)
		pass

	#audio/output_latency
	var v_output_latency_path = "audio/output_latency"
	var v_output_latency setget set_output_latency,get_output_latency

	func set_output_latency(value):
		ProjectSettings.set_setting(v_output_latency_path,value)
		ProjectSettings.save()
		pass

	func get_output_latency():
		return ProjectSettings.get_setting(v_output_latency_path)
		pass

	#audio/output_latency__web
	var v_output_latency__web_path = "audio/output_latency.web"
	var v_output_latency__web setget set_output_latency__web,get_output_latency__web

	func set_output_latency__web(value):
		ProjectSettings.set_setting(v_output_latency__web_path,value)
		ProjectSettings.save()
		pass

	func get_output_latency__web():
		return ProjectSettings.get_setting(v_output_latency__web_path)
		pass

	#audio/channel_disable_threshold_db
	var v_channel_disable_threshold_db_path = "audio/channel_disable_threshold_db"
	var v_channel_disable_threshold_db setget set_channel_disable_threshold_db,get_channel_disable_threshold_db

	func set_channel_disable_threshold_db(value):
		ProjectSettings.set_setting(v_channel_disable_threshold_db_path,value)
		ProjectSettings.save()
		pass

	func get_channel_disable_threshold_db():
		return ProjectSettings.get_setting(v_channel_disable_threshold_db_path)
		pass

	#audio/channel_disable_time
	var v_channel_disable_time_path = "audio/channel_disable_time"
	var v_channel_disable_time setget set_channel_disable_time,get_channel_disable_time

	func set_channel_disable_time(value):
		ProjectSettings.set_setting(v_channel_disable_time_path,value)
		ProjectSettings.save()
		pass

	func get_channel_disable_time():
		return ProjectSettings.get_setting(v_channel_disable_time_path)
		pass

	#audio/video_delay_compensation_ms
	var v_video_delay_compensation_ms_path = "audio/video_delay_compensation_ms"
	var v_video_delay_compensation_ms setget set_video_delay_compensation_ms,get_video_delay_compensation_ms

	func set_video_delay_compensation_ms(value):
		ProjectSettings.set_setting(v_video_delay_compensation_ms_path,value)
		ProjectSettings.save()
		pass

	func get_video_delay_compensation_ms():
		return ProjectSettings.get_setting(v_video_delay_compensation_ms_path)
		pass

var v_editor:C1_editor = C1_editor.new()
#editor
class C1_editor:
	#editor/search_in_file_extensions
	var v_search_in_file_extensions_path = "editor/search_in_file_extensions"
	var v_search_in_file_extensions setget set_search_in_file_extensions,get_search_in_file_extensions

	func set_search_in_file_extensions(value):
		ProjectSettings.set_setting(v_search_in_file_extensions_path,value)
		ProjectSettings.save()
		pass

	func get_search_in_file_extensions():
		return ProjectSettings.get_setting(v_search_in_file_extensions_path)
		pass

	#editor/script_templates_search_path
	var v_script_templates_search_path_path = "editor/script_templates_search_path"
	var v_script_templates_search_path setget set_script_templates_search_path,get_script_templates_search_path

	func set_script_templates_search_path(value):
		ProjectSettings.set_setting(v_script_templates_search_path_path,value)
		ProjectSettings.save()
		pass

	func get_script_templates_search_path():
		return ProjectSettings.get_setting(v_script_templates_search_path_path)
		pass

var v_input:C1_input = C1_input.new()
#input
class C1_input:
	#input/ui_accept
	var v_ui_accept_path = "input/ui_accept"
	var v_ui_accept setget set_ui_accept,get_ui_accept

	func set_ui_accept(value):
		ProjectSettings.set_setting(v_ui_accept_path,value)
		ProjectSettings.save()
		pass

	func get_ui_accept():
		return ProjectSettings.get_setting(v_ui_accept_path)
		pass

	#input/ui_select
	var v_ui_select_path = "input/ui_select"
	var v_ui_select setget set_ui_select,get_ui_select

	func set_ui_select(value):
		ProjectSettings.set_setting(v_ui_select_path,value)
		ProjectSettings.save()
		pass

	func get_ui_select():
		return ProjectSettings.get_setting(v_ui_select_path)
		pass

	#input/ui_cancel
	var v_ui_cancel_path = "input/ui_cancel"
	var v_ui_cancel setget set_ui_cancel,get_ui_cancel

	func set_ui_cancel(value):
		ProjectSettings.set_setting(v_ui_cancel_path,value)
		ProjectSettings.save()
		pass

	func get_ui_cancel():
		return ProjectSettings.get_setting(v_ui_cancel_path)
		pass

	#input/ui_focus_next
	var v_ui_focus_next_path = "input/ui_focus_next"
	var v_ui_focus_next setget set_ui_focus_next,get_ui_focus_next

	func set_ui_focus_next(value):
		ProjectSettings.set_setting(v_ui_focus_next_path,value)
		ProjectSettings.save()
		pass

	func get_ui_focus_next():
		return ProjectSettings.get_setting(v_ui_focus_next_path)
		pass

	#input/ui_focus_prev
	var v_ui_focus_prev_path = "input/ui_focus_prev"
	var v_ui_focus_prev setget set_ui_focus_prev,get_ui_focus_prev

	func set_ui_focus_prev(value):
		ProjectSettings.set_setting(v_ui_focus_prev_path,value)
		ProjectSettings.save()
		pass

	func get_ui_focus_prev():
		return ProjectSettings.get_setting(v_ui_focus_prev_path)
		pass

	#input/ui_left
	var v_ui_left_path = "input/ui_left"
	var v_ui_left setget set_ui_left,get_ui_left

	func set_ui_left(value):
		ProjectSettings.set_setting(v_ui_left_path,value)
		ProjectSettings.save()
		pass

	func get_ui_left():
		return ProjectSettings.get_setting(v_ui_left_path)
		pass

	#input/ui_right
	var v_ui_right_path = "input/ui_right"
	var v_ui_right setget set_ui_right,get_ui_right

	func set_ui_right(value):
		ProjectSettings.set_setting(v_ui_right_path,value)
		ProjectSettings.save()
		pass

	func get_ui_right():
		return ProjectSettings.get_setting(v_ui_right_path)
		pass

	#input/ui_up
	var v_ui_up_path = "input/ui_up"
	var v_ui_up setget set_ui_up,get_ui_up

	func set_ui_up(value):
		ProjectSettings.set_setting(v_ui_up_path,value)
		ProjectSettings.save()
		pass

	func get_ui_up():
		return ProjectSettings.get_setting(v_ui_up_path)
		pass

	#input/ui_down
	var v_ui_down_path = "input/ui_down"
	var v_ui_down setget set_ui_down,get_ui_down

	func set_ui_down(value):
		ProjectSettings.set_setting(v_ui_down_path,value)
		ProjectSettings.save()
		pass

	func get_ui_down():
		return ProjectSettings.get_setting(v_ui_down_path)
		pass

	#input/ui_page_up
	var v_ui_page_up_path = "input/ui_page_up"
	var v_ui_page_up setget set_ui_page_up,get_ui_page_up

	func set_ui_page_up(value):
		ProjectSettings.set_setting(v_ui_page_up_path,value)
		ProjectSettings.save()
		pass

	func get_ui_page_up():
		return ProjectSettings.get_setting(v_ui_page_up_path)
		pass

	#input/ui_page_down
	var v_ui_page_down_path = "input/ui_page_down"
	var v_ui_page_down setget set_ui_page_down,get_ui_page_down

	func set_ui_page_down(value):
		ProjectSettings.set_setting(v_ui_page_down_path,value)
		ProjectSettings.save()
		pass

	func get_ui_page_down():
		return ProjectSettings.get_setting(v_ui_page_down_path)
		pass

	#input/ui_home
	var v_ui_home_path = "input/ui_home"
	var v_ui_home setget set_ui_home,get_ui_home

	func set_ui_home(value):
		ProjectSettings.set_setting(v_ui_home_path,value)
		ProjectSettings.save()
		pass

	func get_ui_home():
		return ProjectSettings.get_setting(v_ui_home_path)
		pass

	#input/ui_end
	var v_ui_end_path = "input/ui_end"
	var v_ui_end setget set_ui_end,get_ui_end

	func set_ui_end(value):
		ProjectSettings.set_setting(v_ui_end_path,value)
		ProjectSettings.save()
		pass

	func get_ui_end():
		return ProjectSettings.get_setting(v_ui_end_path)
		pass

var v_debug:C1_debug = C1_debug.new()
#debug
class C1_debug:
	var v_settings:C2_settings = C2_settings.new()
	#debug/settings
	class C2_settings:
		var v_profiler:C3_profiler = C3_profiler.new()
		#debug/settings/profiler
		class C3_profiler:
			#debug/settings/profiler/max_functions
			var v_max_functions_path = "debug/settings/profiler/max_functions"
			var v_max_functions setget set_max_functions,get_max_functions

			func set_max_functions(value):
				ProjectSettings.set_setting(v_max_functions_path,value)
				ProjectSettings.save()
				pass

			func get_max_functions():
				return ProjectSettings.get_setting(v_max_functions_path)
				pass

		var v_crash_handler:C3_crash_handler = C3_crash_handler.new()
		#debug/settings/crash_handler
		class C3_crash_handler:
			#debug/settings/crash_handler/message
			var v_message_path = "debug/settings/crash_handler/message"
			var v_message setget set_message,get_message

			func set_message(value):
				ProjectSettings.set_setting(v_message_path,value)
				ProjectSettings.save()
				pass

			func get_message():
				return ProjectSettings.get_setting(v_message_path)
				pass

		var v_fps:C3_fps = C3_fps.new()
		#debug/settings/fps
		class C3_fps:
			#debug/settings/fps/force_fps
			var v_force_fps_path = "debug/settings/fps/force_fps"
			var v_force_fps setget set_force_fps,get_force_fps

			func set_force_fps(value):
				ProjectSettings.set_setting(v_force_fps_path,value)
				ProjectSettings.save()
				pass

			func get_force_fps():
				return ProjectSettings.get_setting(v_force_fps_path)
				pass

		var v_stdout:C3_stdout = C3_stdout.new()
		#debug/settings/stdout
		class C3_stdout:
			#debug/settings/stdout/print_fps
			var v_print_fps_path = "debug/settings/stdout/print_fps"
			var v_print_fps setget set_print_fps,get_print_fps

			func set_print_fps(value):
				ProjectSettings.set_setting(v_print_fps_path,value)
				ProjectSettings.save()
				pass

			func get_print_fps():
				return ProjectSettings.get_setting(v_print_fps_path)
				pass

			#debug/settings/stdout/verbose_stdout
			var v_verbose_stdout_path = "debug/settings/stdout/verbose_stdout"
			var v_verbose_stdout setget set_verbose_stdout,get_verbose_stdout

			func set_verbose_stdout(value):
				ProjectSettings.set_setting(v_verbose_stdout_path,value)
				ProjectSettings.save()
				pass

			func get_verbose_stdout():
				return ProjectSettings.get_setting(v_verbose_stdout_path)
				pass

		var v_gdscript:C3_gdscript = C3_gdscript.new()
		#debug/settings/gdscript
		class C3_gdscript:
			#debug/settings/gdscript/max_call_stack
			var v_max_call_stack_path = "debug/settings/gdscript/max_call_stack"
			var v_max_call_stack setget set_max_call_stack,get_max_call_stack

			func set_max_call_stack(value):
				ProjectSettings.set_setting(v_max_call_stack_path,value)
				ProjectSettings.save()
				pass

			func get_max_call_stack():
				return ProjectSettings.get_setting(v_max_call_stack_path)
				pass

		var v_visual_script:C3_visual_script = C3_visual_script.new()
		#debug/settings/visual_script
		class C3_visual_script:
			#debug/settings/visual_script/max_call_stack
			var v_max_call_stack_path = "debug/settings/visual_script/max_call_stack"
			var v_max_call_stack setget set_max_call_stack,get_max_call_stack

			func set_max_call_stack(value):
				ProjectSettings.set_setting(v_max_call_stack_path,value)
				ProjectSettings.save()
				pass

			func get_max_call_stack():
				return ProjectSettings.get_setting(v_max_call_stack_path)
				pass

	var v_gdscript:C2_gdscript = C2_gdscript.new()
	#debug/gdscript
	class C2_gdscript:
		var v_warnings:C3_warnings = C3_warnings.new()
		#debug/gdscript/warnings
		class C3_warnings:
			#debug/gdscript/warnings/enable
			var v_enable_path = "debug/gdscript/warnings/enable"
			var v_enable setget set_enable,get_enable

			func set_enable(value):
				ProjectSettings.set_setting(v_enable_path,value)
				ProjectSettings.save()
				pass

			func get_enable():
				return ProjectSettings.get_setting(v_enable_path)
				pass

			#debug/gdscript/warnings/treat_warnings_as_errors
			var v_treat_warnings_as_errors_path = "debug/gdscript/warnings/treat_warnings_as_errors"
			var v_treat_warnings_as_errors setget set_treat_warnings_as_errors,get_treat_warnings_as_errors

			func set_treat_warnings_as_errors(value):
				ProjectSettings.set_setting(v_treat_warnings_as_errors_path,value)
				ProjectSettings.save()
				pass

			func get_treat_warnings_as_errors():
				return ProjectSettings.get_setting(v_treat_warnings_as_errors_path)
				pass

			#debug/gdscript/warnings/exclude_addons
			var v_exclude_addons_path = "debug/gdscript/warnings/exclude_addons"
			var v_exclude_addons setget set_exclude_addons,get_exclude_addons

			func set_exclude_addons(value):
				ProjectSettings.set_setting(v_exclude_addons_path,value)
				ProjectSettings.save()
				pass

			func get_exclude_addons():
				return ProjectSettings.get_setting(v_exclude_addons_path)
				pass

			#debug/gdscript/warnings/unassigned_variable
			var v_unassigned_variable_path = "debug/gdscript/warnings/unassigned_variable"
			var v_unassigned_variable setget set_unassigned_variable,get_unassigned_variable

			func set_unassigned_variable(value):
				ProjectSettings.set_setting(v_unassigned_variable_path,value)
				ProjectSettings.save()
				pass

			func get_unassigned_variable():
				return ProjectSettings.get_setting(v_unassigned_variable_path)
				pass

			#debug/gdscript/warnings/unassigned_variable_op_assign
			var v_unassigned_variable_op_assign_path = "debug/gdscript/warnings/unassigned_variable_op_assign"
			var v_unassigned_variable_op_assign setget set_unassigned_variable_op_assign,get_unassigned_variable_op_assign

			func set_unassigned_variable_op_assign(value):
				ProjectSettings.set_setting(v_unassigned_variable_op_assign_path,value)
				ProjectSettings.save()
				pass

			func get_unassigned_variable_op_assign():
				return ProjectSettings.get_setting(v_unassigned_variable_op_assign_path)
				pass

			#debug/gdscript/warnings/unused_variable
			var v_unused_variable_path = "debug/gdscript/warnings/unused_variable"
			var v_unused_variable setget set_unused_variable,get_unused_variable

			func set_unused_variable(value):
				ProjectSettings.set_setting(v_unused_variable_path,value)
				ProjectSettings.save()
				pass

			func get_unused_variable():
				return ProjectSettings.get_setting(v_unused_variable_path)
				pass

			#debug/gdscript/warnings/shadowed_variable
			var v_shadowed_variable_path = "debug/gdscript/warnings/shadowed_variable"
			var v_shadowed_variable setget set_shadowed_variable,get_shadowed_variable

			func set_shadowed_variable(value):
				ProjectSettings.set_setting(v_shadowed_variable_path,value)
				ProjectSettings.save()
				pass

			func get_shadowed_variable():
				return ProjectSettings.get_setting(v_shadowed_variable_path)
				pass

			#debug/gdscript/warnings/unused_class_variable
			var v_unused_class_variable_path = "debug/gdscript/warnings/unused_class_variable"
			var v_unused_class_variable setget set_unused_class_variable,get_unused_class_variable

			func set_unused_class_variable(value):
				ProjectSettings.set_setting(v_unused_class_variable_path,value)
				ProjectSettings.save()
				pass

			func get_unused_class_variable():
				return ProjectSettings.get_setting(v_unused_class_variable_path)
				pass

			#debug/gdscript/warnings/unused_argument
			var v_unused_argument_path = "debug/gdscript/warnings/unused_argument"
			var v_unused_argument setget set_unused_argument,get_unused_argument

			func set_unused_argument(value):
				ProjectSettings.set_setting(v_unused_argument_path,value)
				ProjectSettings.save()
				pass

			func get_unused_argument():
				return ProjectSettings.get_setting(v_unused_argument_path)
				pass

			#debug/gdscript/warnings/unreachable_code
			var v_unreachable_code_path = "debug/gdscript/warnings/unreachable_code"
			var v_unreachable_code setget set_unreachable_code,get_unreachable_code

			func set_unreachable_code(value):
				ProjectSettings.set_setting(v_unreachable_code_path,value)
				ProjectSettings.save()
				pass

			func get_unreachable_code():
				return ProjectSettings.get_setting(v_unreachable_code_path)
				pass

			#debug/gdscript/warnings/standalone_expression
			var v_standalone_expression_path = "debug/gdscript/warnings/standalone_expression"
			var v_standalone_expression setget set_standalone_expression,get_standalone_expression

			func set_standalone_expression(value):
				ProjectSettings.set_setting(v_standalone_expression_path,value)
				ProjectSettings.save()
				pass

			func get_standalone_expression():
				return ProjectSettings.get_setting(v_standalone_expression_path)
				pass

			#debug/gdscript/warnings/void_assignment
			var v_void_assignment_path = "debug/gdscript/warnings/void_assignment"
			var v_void_assignment setget set_void_assignment,get_void_assignment

			func set_void_assignment(value):
				ProjectSettings.set_setting(v_void_assignment_path,value)
				ProjectSettings.save()
				pass

			func get_void_assignment():
				return ProjectSettings.get_setting(v_void_assignment_path)
				pass

			#debug/gdscript/warnings/narrowing_conversion
			var v_narrowing_conversion_path = "debug/gdscript/warnings/narrowing_conversion"
			var v_narrowing_conversion setget set_narrowing_conversion,get_narrowing_conversion

			func set_narrowing_conversion(value):
				ProjectSettings.set_setting(v_narrowing_conversion_path,value)
				ProjectSettings.save()
				pass

			func get_narrowing_conversion():
				return ProjectSettings.get_setting(v_narrowing_conversion_path)
				pass

			#debug/gdscript/warnings/function_may_yield
			var v_function_may_yield_path = "debug/gdscript/warnings/function_may_yield"
			var v_function_may_yield setget set_function_may_yield,get_function_may_yield

			func set_function_may_yield(value):
				ProjectSettings.set_setting(v_function_may_yield_path,value)
				ProjectSettings.save()
				pass

			func get_function_may_yield():
				return ProjectSettings.get_setting(v_function_may_yield_path)
				pass

			#debug/gdscript/warnings/variable_conflicts_function
			var v_variable_conflicts_function_path = "debug/gdscript/warnings/variable_conflicts_function"
			var v_variable_conflicts_function setget set_variable_conflicts_function,get_variable_conflicts_function

			func set_variable_conflicts_function(value):
				ProjectSettings.set_setting(v_variable_conflicts_function_path,value)
				ProjectSettings.save()
				pass

			func get_variable_conflicts_function():
				return ProjectSettings.get_setting(v_variable_conflicts_function_path)
				pass

			#debug/gdscript/warnings/function_conflicts_variable
			var v_function_conflicts_variable_path = "debug/gdscript/warnings/function_conflicts_variable"
			var v_function_conflicts_variable setget set_function_conflicts_variable,get_function_conflicts_variable

			func set_function_conflicts_variable(value):
				ProjectSettings.set_setting(v_function_conflicts_variable_path,value)
				ProjectSettings.save()
				pass

			func get_function_conflicts_variable():
				return ProjectSettings.get_setting(v_function_conflicts_variable_path)
				pass

			#debug/gdscript/warnings/function_conflicts_constant
			var v_function_conflicts_constant_path = "debug/gdscript/warnings/function_conflicts_constant"
			var v_function_conflicts_constant setget set_function_conflicts_constant,get_function_conflicts_constant

			func set_function_conflicts_constant(value):
				ProjectSettings.set_setting(v_function_conflicts_constant_path,value)
				ProjectSettings.save()
				pass

			func get_function_conflicts_constant():
				return ProjectSettings.get_setting(v_function_conflicts_constant_path)
				pass

			#debug/gdscript/warnings/incompatible_ternary
			var v_incompatible_ternary_path = "debug/gdscript/warnings/incompatible_ternary"
			var v_incompatible_ternary setget set_incompatible_ternary,get_incompatible_ternary

			func set_incompatible_ternary(value):
				ProjectSettings.set_setting(v_incompatible_ternary_path,value)
				ProjectSettings.save()
				pass

			func get_incompatible_ternary():
				return ProjectSettings.get_setting(v_incompatible_ternary_path)
				pass

			#debug/gdscript/warnings/unused_signal
			var v_unused_signal_path = "debug/gdscript/warnings/unused_signal"
			var v_unused_signal setget set_unused_signal,get_unused_signal

			func set_unused_signal(value):
				ProjectSettings.set_setting(v_unused_signal_path,value)
				ProjectSettings.save()
				pass

			func get_unused_signal():
				return ProjectSettings.get_setting(v_unused_signal_path)
				pass

			#debug/gdscript/warnings/return_value_discarded
			var v_return_value_discarded_path = "debug/gdscript/warnings/return_value_discarded"
			var v_return_value_discarded setget set_return_value_discarded,get_return_value_discarded

			func set_return_value_discarded(value):
				ProjectSettings.set_setting(v_return_value_discarded_path,value)
				ProjectSettings.save()
				pass

			func get_return_value_discarded():
				return ProjectSettings.get_setting(v_return_value_discarded_path)
				pass

			#debug/gdscript/warnings/property_used_as_function
			var v_property_used_as_function_path = "debug/gdscript/warnings/property_used_as_function"
			var v_property_used_as_function setget set_property_used_as_function,get_property_used_as_function

			func set_property_used_as_function(value):
				ProjectSettings.set_setting(v_property_used_as_function_path,value)
				ProjectSettings.save()
				pass

			func get_property_used_as_function():
				return ProjectSettings.get_setting(v_property_used_as_function_path)
				pass

			#debug/gdscript/warnings/constant_used_as_function
			var v_constant_used_as_function_path = "debug/gdscript/warnings/constant_used_as_function"
			var v_constant_used_as_function setget set_constant_used_as_function,get_constant_used_as_function

			func set_constant_used_as_function(value):
				ProjectSettings.set_setting(v_constant_used_as_function_path,value)
				ProjectSettings.save()
				pass

			func get_constant_used_as_function():
				return ProjectSettings.get_setting(v_constant_used_as_function_path)
				pass

			#debug/gdscript/warnings/function_used_as_property
			var v_function_used_as_property_path = "debug/gdscript/warnings/function_used_as_property"
			var v_function_used_as_property setget set_function_used_as_property,get_function_used_as_property

			func set_function_used_as_property(value):
				ProjectSettings.set_setting(v_function_used_as_property_path,value)
				ProjectSettings.save()
				pass

			func get_function_used_as_property():
				return ProjectSettings.get_setting(v_function_used_as_property_path)
				pass

			#debug/gdscript/warnings/integer_division
			var v_integer_division_path = "debug/gdscript/warnings/integer_division"
			var v_integer_division setget set_integer_division,get_integer_division

			func set_integer_division(value):
				ProjectSettings.set_setting(v_integer_division_path,value)
				ProjectSettings.save()
				pass

			func get_integer_division():
				return ProjectSettings.get_setting(v_integer_division_path)
				pass

			#debug/gdscript/warnings/unsafe_property_access
			var v_unsafe_property_access_path = "debug/gdscript/warnings/unsafe_property_access"
			var v_unsafe_property_access setget set_unsafe_property_access,get_unsafe_property_access

			func set_unsafe_property_access(value):
				ProjectSettings.set_setting(v_unsafe_property_access_path,value)
				ProjectSettings.save()
				pass

			func get_unsafe_property_access():
				return ProjectSettings.get_setting(v_unsafe_property_access_path)
				pass

			#debug/gdscript/warnings/unsafe_method_access
			var v_unsafe_method_access_path = "debug/gdscript/warnings/unsafe_method_access"
			var v_unsafe_method_access setget set_unsafe_method_access,get_unsafe_method_access

			func set_unsafe_method_access(value):
				ProjectSettings.set_setting(v_unsafe_method_access_path,value)
				ProjectSettings.save()
				pass

			func get_unsafe_method_access():
				return ProjectSettings.get_setting(v_unsafe_method_access_path)
				pass

			#debug/gdscript/warnings/unsafe_cast
			var v_unsafe_cast_path = "debug/gdscript/warnings/unsafe_cast"
			var v_unsafe_cast setget set_unsafe_cast,get_unsafe_cast

			func set_unsafe_cast(value):
				ProjectSettings.set_setting(v_unsafe_cast_path,value)
				ProjectSettings.save()
				pass

			func get_unsafe_cast():
				return ProjectSettings.get_setting(v_unsafe_cast_path)
				pass

			#debug/gdscript/warnings/unsafe_call_argument
			var v_unsafe_call_argument_path = "debug/gdscript/warnings/unsafe_call_argument"
			var v_unsafe_call_argument setget set_unsafe_call_argument,get_unsafe_call_argument

			func set_unsafe_call_argument(value):
				ProjectSettings.set_setting(v_unsafe_call_argument_path,value)
				ProjectSettings.save()
				pass

			func get_unsafe_call_argument():
				return ProjectSettings.get_setting(v_unsafe_call_argument_path)
				pass

			#debug/gdscript/warnings/deprecated_keyword
			var v_deprecated_keyword_path = "debug/gdscript/warnings/deprecated_keyword"
			var v_deprecated_keyword setget set_deprecated_keyword,get_deprecated_keyword

			func set_deprecated_keyword(value):
				ProjectSettings.set_setting(v_deprecated_keyword_path,value)
				ProjectSettings.save()
				pass

			func get_deprecated_keyword():
				return ProjectSettings.get_setting(v_deprecated_keyword_path)
				pass

			#debug/gdscript/warnings/standalone_ternary
			var v_standalone_ternary_path = "debug/gdscript/warnings/standalone_ternary"
			var v_standalone_ternary setget set_standalone_ternary,get_standalone_ternary

			func set_standalone_ternary(value):
				ProjectSettings.set_setting(v_standalone_ternary_path,value)
				ProjectSettings.save()
				pass

			func get_standalone_ternary():
				return ProjectSettings.get_setting(v_standalone_ternary_path)
				pass

		var v_completion:C3_completion = C3_completion.new()
		#debug/gdscript/completion
		class C3_completion:
			#debug/gdscript/completion/autocomplete_setters_and_getters
			var v_autocomplete_setters_and_getters_path = "debug/gdscript/completion/autocomplete_setters_and_getters"
			var v_autocomplete_setters_and_getters setget set_autocomplete_setters_and_getters,get_autocomplete_setters_and_getters

			func set_autocomplete_setters_and_getters(value):
				ProjectSettings.set_setting(v_autocomplete_setters_and_getters_path,value)
				ProjectSettings.save()
				pass

			func get_autocomplete_setters_and_getters():
				return ProjectSettings.get_setting(v_autocomplete_setters_and_getters_path)
				pass

	var v_shapes:C2_shapes = C2_shapes.new()
	#debug/shapes
	class C2_shapes:
		var v_collision:C3_collision = C3_collision.new()
		#debug/shapes/collision
		class C3_collision:
			#debug/shapes/collision/shape_color
			var v_shape_color_path = "debug/shapes/collision/shape_color"
			var v_shape_color setget set_shape_color,get_shape_color

			func set_shape_color(value):
				ProjectSettings.set_setting(v_shape_color_path,value)
				ProjectSettings.save()
				pass

			func get_shape_color():
				return ProjectSettings.get_setting(v_shape_color_path)
				pass

			#debug/shapes/collision/contact_color
			var v_contact_color_path = "debug/shapes/collision/contact_color"
			var v_contact_color setget set_contact_color,get_contact_color

			func set_contact_color(value):
				ProjectSettings.set_setting(v_contact_color_path,value)
				ProjectSettings.save()
				pass

			func get_contact_color():
				return ProjectSettings.get_setting(v_contact_color_path)
				pass

			#debug/shapes/collision/max_contacts_displayed
			var v_max_contacts_displayed_path = "debug/shapes/collision/max_contacts_displayed"
			var v_max_contacts_displayed setget set_max_contacts_displayed,get_max_contacts_displayed

			func set_max_contacts_displayed(value):
				ProjectSettings.set_setting(v_max_contacts_displayed_path,value)
				ProjectSettings.save()
				pass

			func get_max_contacts_displayed():
				return ProjectSettings.get_setting(v_max_contacts_displayed_path)
				pass

			#debug/shapes/collision/draw_2d_outlines
			var v_draw_2d_outlines_path = "debug/shapes/collision/draw_2d_outlines"
			var v_draw_2d_outlines setget set_draw_2d_outlines,get_draw_2d_outlines

			func set_draw_2d_outlines(value):
				ProjectSettings.set_setting(v_draw_2d_outlines_path,value)
				ProjectSettings.save()
				pass

			func get_draw_2d_outlines():
				return ProjectSettings.get_setting(v_draw_2d_outlines_path)
				pass

		var v_navigation:C3_navigation = C3_navigation.new()
		#debug/shapes/navigation
		class C3_navigation:
			#debug/shapes/navigation/geometry_color
			var v_geometry_color_path = "debug/shapes/navigation/geometry_color"
			var v_geometry_color setget set_geometry_color,get_geometry_color

			func set_geometry_color(value):
				ProjectSettings.set_setting(v_geometry_color_path,value)
				ProjectSettings.save()
				pass

			func get_geometry_color():
				return ProjectSettings.get_setting(v_geometry_color_path)
				pass

			#debug/shapes/navigation/disabled_geometry_color
			var v_disabled_geometry_color_path = "debug/shapes/navigation/disabled_geometry_color"
			var v_disabled_geometry_color setget set_disabled_geometry_color,get_disabled_geometry_color

			func set_disabled_geometry_color(value):
				ProjectSettings.set_setting(v_disabled_geometry_color_path,value)
				ProjectSettings.save()
				pass

			func get_disabled_geometry_color():
				return ProjectSettings.get_setting(v_disabled_geometry_color_path)
				pass

var v_compression:C1_compression = C1_compression.new()
#compression
class C1_compression:
	var v_formats:C2_formats = C2_formats.new()
	#compression/formats
	class C2_formats:
		var v_zstd:C3_zstd = C3_zstd.new()
		#compression/formats/zstd
		class C3_zstd:
			#compression/formats/zstd/long_distance_matching
			var v_long_distance_matching_path = "compression/formats/zstd/long_distance_matching"
			var v_long_distance_matching setget set_long_distance_matching,get_long_distance_matching

			func set_long_distance_matching(value):
				ProjectSettings.set_setting(v_long_distance_matching_path,value)
				ProjectSettings.save()
				pass

			func get_long_distance_matching():
				return ProjectSettings.get_setting(v_long_distance_matching_path)
				pass

			#compression/formats/zstd/compression_level
			var v_compression_level_path = "compression/formats/zstd/compression_level"
			var v_compression_level setget set_compression_level,get_compression_level

			func set_compression_level(value):
				ProjectSettings.set_setting(v_compression_level_path,value)
				ProjectSettings.save()
				pass

			func get_compression_level():
				return ProjectSettings.get_setting(v_compression_level_path)
				pass

			#compression/formats/zstd/window_log_size
			var v_window_log_size_path = "compression/formats/zstd/window_log_size"
			var v_window_log_size setget set_window_log_size,get_window_log_size

			func set_window_log_size(value):
				ProjectSettings.set_setting(v_window_log_size_path,value)
				ProjectSettings.save()
				pass

			func get_window_log_size():
				return ProjectSettings.get_setting(v_window_log_size_path)
				pass

		var v_zlib:C3_zlib = C3_zlib.new()
		#compression/formats/zlib
		class C3_zlib:
			#compression/formats/zlib/compression_level
			var v_compression_level_path = "compression/formats/zlib/compression_level"
			var v_compression_level setget set_compression_level,get_compression_level

			func set_compression_level(value):
				ProjectSettings.set_setting(v_compression_level_path,value)
				ProjectSettings.save()
				pass

			func get_compression_level():
				return ProjectSettings.get_setting(v_compression_level_path)
				pass

		var v_gzip:C3_gzip = C3_gzip.new()
		#compression/formats/gzip
		class C3_gzip:
			#compression/formats/gzip/compression_level
			var v_compression_level_path = "compression/formats/gzip/compression_level"
			var v_compression_level setget set_compression_level,get_compression_level

			func set_compression_level(value):
				ProjectSettings.set_setting(v_compression_level_path,value)
				ProjectSettings.save()
				pass

			func get_compression_level():
				return ProjectSettings.get_setting(v_compression_level_path)
				pass

var v_android:C1_android = C1_android.new()
#android
class C1_android:
	#android/modules
	var v_modules_path = "android/modules"
	var v_modules setget set_modules,get_modules

	func set_modules(value):
		ProjectSettings.set_setting(v_modules_path,value)
		ProjectSettings.save()
		pass

	func get_modules():
		return ProjectSettings.get_setting(v_modules_path)
		pass

var v_network:C1_network = C1_network.new()
#network
class C1_network:
	var v_limits:C2_limits = C2_limits.new()
	#network/limits
	class C2_limits:
		var v_tcp:C3_tcp = C3_tcp.new()
		#network/limits/tcp
		class C3_tcp:
			#network/limits/tcp/connect_timeout_seconds
			var v_connect_timeout_seconds_path = "network/limits/tcp/connect_timeout_seconds"
			var v_connect_timeout_seconds setget set_connect_timeout_seconds,get_connect_timeout_seconds

			func set_connect_timeout_seconds(value):
				ProjectSettings.set_setting(v_connect_timeout_seconds_path,value)
				ProjectSettings.save()
				pass

			func get_connect_timeout_seconds():
				return ProjectSettings.get_setting(v_connect_timeout_seconds_path)
				pass

		var v_packet_peer_stream:C3_packet_peer_stream = C3_packet_peer_stream.new()
		#network/limits/packet_peer_stream
		class C3_packet_peer_stream:
			#network/limits/packet_peer_stream/max_buffer_po2
			var v_max_buffer_po2_path = "network/limits/packet_peer_stream/max_buffer_po2"
			var v_max_buffer_po2 setget set_max_buffer_po2,get_max_buffer_po2

			func set_max_buffer_po2(value):
				ProjectSettings.set_setting(v_max_buffer_po2_path,value)
				ProjectSettings.save()
				pass

			func get_max_buffer_po2():
				return ProjectSettings.get_setting(v_max_buffer_po2_path)
				pass

		var v_debugger_stdout:C3_debugger_stdout = C3_debugger_stdout.new()
		#network/limits/debugger_stdout
		class C3_debugger_stdout:
			#network/limits/debugger_stdout/max_chars_per_second
			var v_max_chars_per_second_path = "network/limits/debugger_stdout/max_chars_per_second"
			var v_max_chars_per_second setget set_max_chars_per_second,get_max_chars_per_second

			func set_max_chars_per_second(value):
				ProjectSettings.set_setting(v_max_chars_per_second_path,value)
				ProjectSettings.save()
				pass

			func get_max_chars_per_second():
				return ProjectSettings.get_setting(v_max_chars_per_second_path)
				pass

			#network/limits/debugger_stdout/max_messages_per_frame
			var v_max_messages_per_frame_path = "network/limits/debugger_stdout/max_messages_per_frame"
			var v_max_messages_per_frame setget set_max_messages_per_frame,get_max_messages_per_frame

			func set_max_messages_per_frame(value):
				ProjectSettings.set_setting(v_max_messages_per_frame_path,value)
				ProjectSettings.save()
				pass

			func get_max_messages_per_frame():
				return ProjectSettings.get_setting(v_max_messages_per_frame_path)
				pass

			#network/limits/debugger_stdout/max_errors_per_second
			var v_max_errors_per_second_path = "network/limits/debugger_stdout/max_errors_per_second"
			var v_max_errors_per_second setget set_max_errors_per_second,get_max_errors_per_second

			func set_max_errors_per_second(value):
				ProjectSettings.set_setting(v_max_errors_per_second_path,value)
				ProjectSettings.save()
				pass

			func get_max_errors_per_second():
				return ProjectSettings.get_setting(v_max_errors_per_second_path)
				pass

			#network/limits/debugger_stdout/max_warnings_per_second
			var v_max_warnings_per_second_path = "network/limits/debugger_stdout/max_warnings_per_second"
			var v_max_warnings_per_second setget set_max_warnings_per_second,get_max_warnings_per_second

			func set_max_warnings_per_second(value):
				ProjectSettings.set_setting(v_max_warnings_per_second_path,value)
				ProjectSettings.save()
				pass

			func get_max_warnings_per_second():
				return ProjectSettings.get_setting(v_max_warnings_per_second_path)
				pass

		var v_webrtc:C3_webrtc = C3_webrtc.new()
		#network/limits/webrtc
		class C3_webrtc:
			#network/limits/webrtc/max_channel_in_buffer_kb
			var v_max_channel_in_buffer_kb_path = "network/limits/webrtc/max_channel_in_buffer_kb"
			var v_max_channel_in_buffer_kb setget set_max_channel_in_buffer_kb,get_max_channel_in_buffer_kb

			func set_max_channel_in_buffer_kb(value):
				ProjectSettings.set_setting(v_max_channel_in_buffer_kb_path,value)
				ProjectSettings.save()
				pass

			func get_max_channel_in_buffer_kb():
				return ProjectSettings.get_setting(v_max_channel_in_buffer_kb_path)
				pass

		var v_websocket_client:C3_websocket_client = C3_websocket_client.new()
		#network/limits/websocket_client
		class C3_websocket_client:
			#network/limits/websocket_client/max_in_buffer_kb
			var v_max_in_buffer_kb_path = "network/limits/websocket_client/max_in_buffer_kb"
			var v_max_in_buffer_kb setget set_max_in_buffer_kb,get_max_in_buffer_kb

			func set_max_in_buffer_kb(value):
				ProjectSettings.set_setting(v_max_in_buffer_kb_path,value)
				ProjectSettings.save()
				pass

			func get_max_in_buffer_kb():
				return ProjectSettings.get_setting(v_max_in_buffer_kb_path)
				pass

			#network/limits/websocket_client/max_in_packets
			var v_max_in_packets_path = "network/limits/websocket_client/max_in_packets"
			var v_max_in_packets setget set_max_in_packets,get_max_in_packets

			func set_max_in_packets(value):
				ProjectSettings.set_setting(v_max_in_packets_path,value)
				ProjectSettings.save()
				pass

			func get_max_in_packets():
				return ProjectSettings.get_setting(v_max_in_packets_path)
				pass

			#network/limits/websocket_client/max_out_buffer_kb
			var v_max_out_buffer_kb_path = "network/limits/websocket_client/max_out_buffer_kb"
			var v_max_out_buffer_kb setget set_max_out_buffer_kb,get_max_out_buffer_kb

			func set_max_out_buffer_kb(value):
				ProjectSettings.set_setting(v_max_out_buffer_kb_path,value)
				ProjectSettings.save()
				pass

			func get_max_out_buffer_kb():
				return ProjectSettings.get_setting(v_max_out_buffer_kb_path)
				pass

			#network/limits/websocket_client/max_out_packets
			var v_max_out_packets_path = "network/limits/websocket_client/max_out_packets"
			var v_max_out_packets setget set_max_out_packets,get_max_out_packets

			func set_max_out_packets(value):
				ProjectSettings.set_setting(v_max_out_packets_path,value)
				ProjectSettings.save()
				pass

			func get_max_out_packets():
				return ProjectSettings.get_setting(v_max_out_packets_path)
				pass

		var v_websocket_server:C3_websocket_server = C3_websocket_server.new()
		#network/limits/websocket_server
		class C3_websocket_server:
			#network/limits/websocket_server/max_in_buffer_kb
			var v_max_in_buffer_kb_path = "network/limits/websocket_server/max_in_buffer_kb"
			var v_max_in_buffer_kb setget set_max_in_buffer_kb,get_max_in_buffer_kb

			func set_max_in_buffer_kb(value):
				ProjectSettings.set_setting(v_max_in_buffer_kb_path,value)
				ProjectSettings.save()
				pass

			func get_max_in_buffer_kb():
				return ProjectSettings.get_setting(v_max_in_buffer_kb_path)
				pass

			#network/limits/websocket_server/max_in_packets
			var v_max_in_packets_path = "network/limits/websocket_server/max_in_packets"
			var v_max_in_packets setget set_max_in_packets,get_max_in_packets

			func set_max_in_packets(value):
				ProjectSettings.set_setting(v_max_in_packets_path,value)
				ProjectSettings.save()
				pass

			func get_max_in_packets():
				return ProjectSettings.get_setting(v_max_in_packets_path)
				pass

			#network/limits/websocket_server/max_out_buffer_kb
			var v_max_out_buffer_kb_path = "network/limits/websocket_server/max_out_buffer_kb"
			var v_max_out_buffer_kb setget set_max_out_buffer_kb,get_max_out_buffer_kb

			func set_max_out_buffer_kb(value):
				ProjectSettings.set_setting(v_max_out_buffer_kb_path,value)
				ProjectSettings.save()
				pass

			func get_max_out_buffer_kb():
				return ProjectSettings.get_setting(v_max_out_buffer_kb_path)
				pass

			#network/limits/websocket_server/max_out_packets
			var v_max_out_packets_path = "network/limits/websocket_server/max_out_packets"
			var v_max_out_packets setget set_max_out_packets,get_max_out_packets

			func set_max_out_packets(value):
				ProjectSettings.set_setting(v_max_out_packets_path,value)
				ProjectSettings.save()
				pass

			func get_max_out_packets():
				return ProjectSettings.get_setting(v_max_out_packets_path)
				pass

	var v_ssl:C2_ssl = C2_ssl.new()
	#network/ssl
	class C2_ssl:
		#network/ssl/certificates
		var v_certificates_path = "network/ssl/certificates"
		var v_certificates setget set_certificates,get_certificates

		func set_certificates(value):
			ProjectSettings.set_setting(v_certificates_path,value)
			ProjectSettings.save()
			pass

		func get_certificates():
			return ProjectSettings.get_setting(v_certificates_path)
			pass

	var v_remote_fs:C2_remote_fs = C2_remote_fs.new()
	#network/remote_fs
	class C2_remote_fs:
		#network/remote_fs/page_size
		var v_page_size_path = "network/remote_fs/page_size"
		var v_page_size setget set_page_size,get_page_size

		func set_page_size(value):
			ProjectSettings.set_setting(v_page_size_path,value)
			ProjectSettings.save()
			pass

		func get_page_size():
			return ProjectSettings.get_setting(v_page_size_path)
			pass

		#network/remote_fs/page_read_ahead
		var v_page_read_ahead_path = "network/remote_fs/page_read_ahead"
		var v_page_read_ahead setget set_page_read_ahead,get_page_read_ahead

		func set_page_read_ahead(value):
			ProjectSettings.set_setting(v_page_read_ahead_path,value)
			ProjectSettings.save()
			pass

		func get_page_read_ahead():
			return ProjectSettings.get_setting(v_page_read_ahead_path)
			pass

var v_memory:C1_memory = C1_memory.new()
#memory
class C1_memory:
	var v_limits:C2_limits = C2_limits.new()
	#memory/limits
	class C2_limits:
		var v_multithreaded_server:C3_multithreaded_server = C3_multithreaded_server.new()
		#memory/limits/multithreaded_server
		class C3_multithreaded_server:
			#memory/limits/multithreaded_server/rid_pool_prealloc
			var v_rid_pool_prealloc_path = "memory/limits/multithreaded_server/rid_pool_prealloc"
			var v_rid_pool_prealloc setget set_rid_pool_prealloc,get_rid_pool_prealloc

			func set_rid_pool_prealloc(value):
				ProjectSettings.set_setting(v_rid_pool_prealloc_path,value)
				ProjectSettings.save()
				pass

			func get_rid_pool_prealloc():
				return ProjectSettings.get_setting(v_rid_pool_prealloc_path)
				pass

		var v_message_queue:C3_message_queue = C3_message_queue.new()
		#memory/limits/message_queue
		class C3_message_queue:
			#memory/limits/message_queue/max_size_kb
			var v_max_size_kb_path = "memory/limits/message_queue/max_size_kb"
			var v_max_size_kb setget set_max_size_kb,get_max_size_kb

			func set_max_size_kb(value):
				ProjectSettings.set_setting(v_max_size_kb_path,value)
				ProjectSettings.save()
				pass

			func get_max_size_kb():
				return ProjectSettings.get_setting(v_max_size_kb_path)
				pass

		var v_command_queue:C3_command_queue = C3_command_queue.new()
		#memory/limits/command_queue
		class C3_command_queue:
			#memory/limits/command_queue/multithreading_queue_size_kb
			var v_multithreading_queue_size_kb_path = "memory/limits/command_queue/multithreading_queue_size_kb"
			var v_multithreading_queue_size_kb setget set_multithreading_queue_size_kb,get_multithreading_queue_size_kb

			func set_multithreading_queue_size_kb(value):
				ProjectSettings.set_setting(v_multithreading_queue_size_kb_path,value)
				ProjectSettings.save()
				pass

			func get_multithreading_queue_size_kb():
				return ProjectSettings.get_setting(v_multithreading_queue_size_kb_path)
				pass

var v_logging:C1_logging = C1_logging.new()
#logging
class C1_logging:
	var v_file_logging:C2_file_logging = C2_file_logging.new()
	#logging/file_logging
	class C2_file_logging:
		#logging/file_logging/enable_file_logging
		var v_enable_file_logging_path = "logging/file_logging/enable_file_logging"
		var v_enable_file_logging setget set_enable_file_logging,get_enable_file_logging

		func set_enable_file_logging(value):
			ProjectSettings.set_setting(v_enable_file_logging_path,value)
			ProjectSettings.save()
			pass

		func get_enable_file_logging():
			return ProjectSettings.get_setting(v_enable_file_logging_path)
			pass

		#logging/file_logging/enable_file_logging__pc
		var v_enable_file_logging__pc_path = "logging/file_logging/enable_file_logging.pc"
		var v_enable_file_logging__pc setget set_enable_file_logging__pc,get_enable_file_logging__pc

		func set_enable_file_logging__pc(value):
			ProjectSettings.set_setting(v_enable_file_logging__pc_path,value)
			ProjectSettings.save()
			pass

		func get_enable_file_logging__pc():
			return ProjectSettings.get_setting(v_enable_file_logging__pc_path)
			pass

		#logging/file_logging/log_path
		var v_log_path_path = "logging/file_logging/log_path"
		var v_log_path setget set_log_path,get_log_path

		func set_log_path(value):
			ProjectSettings.set_setting(v_log_path_path,value)
			ProjectSettings.save()
			pass

		func get_log_path():
			return ProjectSettings.get_setting(v_log_path_path)
			pass

		#logging/file_logging/max_log_files
		var v_max_log_files_path = "logging/file_logging/max_log_files"
		var v_max_log_files setget set_max_log_files,get_max_log_files

		func set_max_log_files(value):
			ProjectSettings.set_setting(v_max_log_files_path,value)
			ProjectSettings.save()
			pass

		func get_max_log_files():
			return ProjectSettings.get_setting(v_max_log_files_path)
			pass

var v_rendering:C1_rendering = C1_rendering.new()
#rendering
class C1_rendering:
	var v_quality:C2_quality = C2_quality.new()
	#rendering/quality
	class C2_quality:
		var v_driver:C3_driver = C3_driver.new()
		#rendering/quality/driver
		class C3_driver:
			#rendering/quality/driver/driver_name
			var v_driver_name_path = "rendering/quality/driver/driver_name"
			var v_driver_name setget set_driver_name,get_driver_name

			func set_driver_name(value):
				ProjectSettings.set_setting(v_driver_name_path,value)
				ProjectSettings.save()
				pass

			func get_driver_name():
				return ProjectSettings.get_setting(v_driver_name_path)
				pass

			#rendering/quality/driver/fallback_to_gles2
			var v_fallback_to_gles2_path = "rendering/quality/driver/fallback_to_gles2"
			var v_fallback_to_gles2 setget set_fallback_to_gles2,get_fallback_to_gles2

			func set_fallback_to_gles2(value):
				ProjectSettings.set_setting(v_fallback_to_gles2_path,value)
				ProjectSettings.save()
				pass

			func get_fallback_to_gles2():
				return ProjectSettings.get_setting(v_fallback_to_gles2_path)
				pass

		var v_intended_usage:C3_intended_usage = C3_intended_usage.new()
		#rendering/quality/intended_usage
		class C3_intended_usage:
			#rendering/quality/intended_usage/framebuffer_allocation
			var v_framebuffer_allocation_path = "rendering/quality/intended_usage/framebuffer_allocation"
			var v_framebuffer_allocation setget set_framebuffer_allocation,get_framebuffer_allocation

			func set_framebuffer_allocation(value):
				ProjectSettings.set_setting(v_framebuffer_allocation_path,value)
				ProjectSettings.save()
				pass

			func get_framebuffer_allocation():
				return ProjectSettings.get_setting(v_framebuffer_allocation_path)
				pass

			#rendering/quality/intended_usage/framebuffer_allocation__mobile
			var v_framebuffer_allocation__mobile_path = "rendering/quality/intended_usage/framebuffer_allocation.mobile"
			var v_framebuffer_allocation__mobile setget set_framebuffer_allocation__mobile,get_framebuffer_allocation__mobile

			func set_framebuffer_allocation__mobile(value):
				ProjectSettings.set_setting(v_framebuffer_allocation__mobile_path,value)
				ProjectSettings.save()
				pass

			func get_framebuffer_allocation__mobile():
				return ProjectSettings.get_setting(v_framebuffer_allocation__mobile_path)
				pass

		var v_directional_shadow:C3_directional_shadow = C3_directional_shadow.new()
		#rendering/quality/directional_shadow
		class C3_directional_shadow:
			#rendering/quality/directional_shadow/size
			var v_size_path = "rendering/quality/directional_shadow/size"
			var v_size setget set_size,get_size

			func set_size(value):
				ProjectSettings.set_setting(v_size_path,value)
				ProjectSettings.save()
				pass

			func get_size():
				return ProjectSettings.get_setting(v_size_path)
				pass

			#rendering/quality/directional_shadow/size__mobile
			var v_size__mobile_path = "rendering/quality/directional_shadow/size.mobile"
			var v_size__mobile setget set_size__mobile,get_size__mobile

			func set_size__mobile(value):
				ProjectSettings.set_setting(v_size__mobile_path,value)
				ProjectSettings.save()
				pass

			func get_size__mobile():
				return ProjectSettings.get_setting(v_size__mobile_path)
				pass

		var v_shadow_atlas:C3_shadow_atlas = C3_shadow_atlas.new()
		#rendering/quality/shadow_atlas
		class C3_shadow_atlas:
			#rendering/quality/shadow_atlas/size
			var v_size_path = "rendering/quality/shadow_atlas/size"
			var v_size setget set_size,get_size

			func set_size(value):
				ProjectSettings.set_setting(v_size_path,value)
				ProjectSettings.save()
				pass

			func get_size():
				return ProjectSettings.get_setting(v_size_path)
				pass

			#rendering/quality/shadow_atlas/size__mobile
			var v_size__mobile_path = "rendering/quality/shadow_atlas/size.mobile"
			var v_size__mobile setget set_size__mobile,get_size__mobile

			func set_size__mobile(value):
				ProjectSettings.set_setting(v_size__mobile_path,value)
				ProjectSettings.save()
				pass

			func get_size__mobile():
				return ProjectSettings.get_setting(v_size__mobile_path)
				pass

			#rendering/quality/shadow_atlas/cubemap_size
			var v_cubemap_size_path = "rendering/quality/shadow_atlas/cubemap_size"
			var v_cubemap_size setget set_cubemap_size,get_cubemap_size

			func set_cubemap_size(value):
				ProjectSettings.set_setting(v_cubemap_size_path,value)
				ProjectSettings.save()
				pass

			func get_cubemap_size():
				return ProjectSettings.get_setting(v_cubemap_size_path)
				pass

			#rendering/quality/shadow_atlas/quadrant_0_subdiv
			var v_quadrant_0_subdiv_path = "rendering/quality/shadow_atlas/quadrant_0_subdiv"
			var v_quadrant_0_subdiv setget set_quadrant_0_subdiv,get_quadrant_0_subdiv

			func set_quadrant_0_subdiv(value):
				ProjectSettings.set_setting(v_quadrant_0_subdiv_path,value)
				ProjectSettings.save()
				pass

			func get_quadrant_0_subdiv():
				return ProjectSettings.get_setting(v_quadrant_0_subdiv_path)
				pass

			#rendering/quality/shadow_atlas/quadrant_1_subdiv
			var v_quadrant_1_subdiv_path = "rendering/quality/shadow_atlas/quadrant_1_subdiv"
			var v_quadrant_1_subdiv setget set_quadrant_1_subdiv,get_quadrant_1_subdiv

			func set_quadrant_1_subdiv(value):
				ProjectSettings.set_setting(v_quadrant_1_subdiv_path,value)
				ProjectSettings.save()
				pass

			func get_quadrant_1_subdiv():
				return ProjectSettings.get_setting(v_quadrant_1_subdiv_path)
				pass

			#rendering/quality/shadow_atlas/quadrant_2_subdiv
			var v_quadrant_2_subdiv_path = "rendering/quality/shadow_atlas/quadrant_2_subdiv"
			var v_quadrant_2_subdiv setget set_quadrant_2_subdiv,get_quadrant_2_subdiv

			func set_quadrant_2_subdiv(value):
				ProjectSettings.set_setting(v_quadrant_2_subdiv_path,value)
				ProjectSettings.save()
				pass

			func get_quadrant_2_subdiv():
				return ProjectSettings.get_setting(v_quadrant_2_subdiv_path)
				pass

			#rendering/quality/shadow_atlas/quadrant_3_subdiv
			var v_quadrant_3_subdiv_path = "rendering/quality/shadow_atlas/quadrant_3_subdiv"
			var v_quadrant_3_subdiv setget set_quadrant_3_subdiv,get_quadrant_3_subdiv

			func set_quadrant_3_subdiv(value):
				ProjectSettings.set_setting(v_quadrant_3_subdiv_path,value)
				ProjectSettings.save()
				pass

			func get_quadrant_3_subdiv():
				return ProjectSettings.get_setting(v_quadrant_3_subdiv_path)
				pass

		var v_shadows:C3_shadows = C3_shadows.new()
		#rendering/quality/shadows
		class C3_shadows:
			#rendering/quality/shadows/filter_mode
			var v_filter_mode_path = "rendering/quality/shadows/filter_mode"
			var v_filter_mode setget set_filter_mode,get_filter_mode

			func set_filter_mode(value):
				ProjectSettings.set_setting(v_filter_mode_path,value)
				ProjectSettings.save()
				pass

			func get_filter_mode():
				return ProjectSettings.get_setting(v_filter_mode_path)
				pass

			#rendering/quality/shadows/filter_mode__mobile
			var v_filter_mode__mobile_path = "rendering/quality/shadows/filter_mode.mobile"
			var v_filter_mode__mobile setget set_filter_mode__mobile,get_filter_mode__mobile

			func set_filter_mode__mobile(value):
				ProjectSettings.set_setting(v_filter_mode__mobile_path,value)
				ProjectSettings.save()
				pass

			func get_filter_mode__mobile():
				return ProjectSettings.get_setting(v_filter_mode__mobile_path)
				pass

		var v_reflections:C3_reflections = C3_reflections.new()
		#rendering/quality/reflections
		class C3_reflections:
			#rendering/quality/reflections/texture_array_reflections
			var v_texture_array_reflections_path = "rendering/quality/reflections/texture_array_reflections"
			var v_texture_array_reflections setget set_texture_array_reflections,get_texture_array_reflections

			func set_texture_array_reflections(value):
				ProjectSettings.set_setting(v_texture_array_reflections_path,value)
				ProjectSettings.save()
				pass

			func get_texture_array_reflections():
				return ProjectSettings.get_setting(v_texture_array_reflections_path)
				pass

			#rendering/quality/reflections/texture_array_reflections__mobile
			var v_texture_array_reflections__mobile_path = "rendering/quality/reflections/texture_array_reflections.mobile"
			var v_texture_array_reflections__mobile setget set_texture_array_reflections__mobile,get_texture_array_reflections__mobile

			func set_texture_array_reflections__mobile(value):
				ProjectSettings.set_setting(v_texture_array_reflections__mobile_path,value)
				ProjectSettings.save()
				pass

			func get_texture_array_reflections__mobile():
				return ProjectSettings.get_setting(v_texture_array_reflections__mobile_path)
				pass

			#rendering/quality/reflections/high_quality_ggx
			var v_high_quality_ggx_path = "rendering/quality/reflections/high_quality_ggx"
			var v_high_quality_ggx setget set_high_quality_ggx,get_high_quality_ggx

			func set_high_quality_ggx(value):
				ProjectSettings.set_setting(v_high_quality_ggx_path,value)
				ProjectSettings.save()
				pass

			func get_high_quality_ggx():
				return ProjectSettings.get_setting(v_high_quality_ggx_path)
				pass

			#rendering/quality/reflections/high_quality_ggx__mobile
			var v_high_quality_ggx__mobile_path = "rendering/quality/reflections/high_quality_ggx.mobile"
			var v_high_quality_ggx__mobile setget set_high_quality_ggx__mobile,get_high_quality_ggx__mobile

			func set_high_quality_ggx__mobile(value):
				ProjectSettings.set_setting(v_high_quality_ggx__mobile_path,value)
				ProjectSettings.save()
				pass

			func get_high_quality_ggx__mobile():
				return ProjectSettings.get_setting(v_high_quality_ggx__mobile_path)
				pass

			#rendering/quality/reflections/irradiance_max_size
			var v_irradiance_max_size_path = "rendering/quality/reflections/irradiance_max_size"
			var v_irradiance_max_size setget set_irradiance_max_size,get_irradiance_max_size

			func set_irradiance_max_size(value):
				ProjectSettings.set_setting(v_irradiance_max_size_path,value)
				ProjectSettings.save()
				pass

			func get_irradiance_max_size():
				return ProjectSettings.get_setting(v_irradiance_max_size_path)
				pass

			#rendering/quality/reflections/atlas_size
			var v_atlas_size_path = "rendering/quality/reflections/atlas_size"
			var v_atlas_size setget set_atlas_size,get_atlas_size

			func set_atlas_size(value):
				ProjectSettings.set_setting(v_atlas_size_path,value)
				ProjectSettings.save()
				pass

			func get_atlas_size():
				return ProjectSettings.get_setting(v_atlas_size_path)
				pass

			#rendering/quality/reflections/atlas_subdiv
			var v_atlas_subdiv_path = "rendering/quality/reflections/atlas_subdiv"
			var v_atlas_subdiv setget set_atlas_subdiv,get_atlas_subdiv

			func set_atlas_subdiv(value):
				ProjectSettings.set_setting(v_atlas_subdiv_path,value)
				ProjectSettings.save()
				pass

			func get_atlas_subdiv():
				return ProjectSettings.get_setting(v_atlas_subdiv_path)
				pass

		var v_shading:C3_shading = C3_shading.new()
		#rendering/quality/shading
		class C3_shading:
			#rendering/quality/shading/force_vertex_shading
			var v_force_vertex_shading_path = "rendering/quality/shading/force_vertex_shading"
			var v_force_vertex_shading setget set_force_vertex_shading,get_force_vertex_shading

			func set_force_vertex_shading(value):
				ProjectSettings.set_setting(v_force_vertex_shading_path,value)
				ProjectSettings.save()
				pass

			func get_force_vertex_shading():
				return ProjectSettings.get_setting(v_force_vertex_shading_path)
				pass

			#rendering/quality/shading/force_vertex_shading__mobile
			var v_force_vertex_shading__mobile_path = "rendering/quality/shading/force_vertex_shading.mobile"
			var v_force_vertex_shading__mobile setget set_force_vertex_shading__mobile,get_force_vertex_shading__mobile

			func set_force_vertex_shading__mobile(value):
				ProjectSettings.set_setting(v_force_vertex_shading__mobile_path,value)
				ProjectSettings.save()
				pass

			func get_force_vertex_shading__mobile():
				return ProjectSettings.get_setting(v_force_vertex_shading__mobile_path)
				pass

			#rendering/quality/shading/force_lambert_over_burley
			var v_force_lambert_over_burley_path = "rendering/quality/shading/force_lambert_over_burley"
			var v_force_lambert_over_burley setget set_force_lambert_over_burley,get_force_lambert_over_burley

			func set_force_lambert_over_burley(value):
				ProjectSettings.set_setting(v_force_lambert_over_burley_path,value)
				ProjectSettings.save()
				pass

			func get_force_lambert_over_burley():
				return ProjectSettings.get_setting(v_force_lambert_over_burley_path)
				pass

			#rendering/quality/shading/force_lambert_over_burley__mobile
			var v_force_lambert_over_burley__mobile_path = "rendering/quality/shading/force_lambert_over_burley.mobile"
			var v_force_lambert_over_burley__mobile setget set_force_lambert_over_burley__mobile,get_force_lambert_over_burley__mobile

			func set_force_lambert_over_burley__mobile(value):
				ProjectSettings.set_setting(v_force_lambert_over_burley__mobile_path,value)
				ProjectSettings.save()
				pass

			func get_force_lambert_over_burley__mobile():
				return ProjectSettings.get_setting(v_force_lambert_over_burley__mobile_path)
				pass

			#rendering/quality/shading/force_blinn_over_ggx
			var v_force_blinn_over_ggx_path = "rendering/quality/shading/force_blinn_over_ggx"
			var v_force_blinn_over_ggx setget set_force_blinn_over_ggx,get_force_blinn_over_ggx

			func set_force_blinn_over_ggx(value):
				ProjectSettings.set_setting(v_force_blinn_over_ggx_path,value)
				ProjectSettings.save()
				pass

			func get_force_blinn_over_ggx():
				return ProjectSettings.get_setting(v_force_blinn_over_ggx_path)
				pass

			#rendering/quality/shading/force_blinn_over_ggx__mobile
			var v_force_blinn_over_ggx__mobile_path = "rendering/quality/shading/force_blinn_over_ggx.mobile"
			var v_force_blinn_over_ggx__mobile setget set_force_blinn_over_ggx__mobile,get_force_blinn_over_ggx__mobile

			func set_force_blinn_over_ggx__mobile(value):
				ProjectSettings.set_setting(v_force_blinn_over_ggx__mobile_path,value)
				ProjectSettings.save()
				pass

			func get_force_blinn_over_ggx__mobile():
				return ProjectSettings.get_setting(v_force_blinn_over_ggx__mobile_path)
				pass

		var v_depth_prepass:C3_depth_prepass = C3_depth_prepass.new()
		#rendering/quality/depth_prepass
		class C3_depth_prepass:
			#rendering/quality/depth_prepass/enable
			var v_enable_path = "rendering/quality/depth_prepass/enable"
			var v_enable setget set_enable,get_enable

			func set_enable(value):
				ProjectSettings.set_setting(v_enable_path,value)
				ProjectSettings.save()
				pass

			func get_enable():
				return ProjectSettings.get_setting(v_enable_path)
				pass

			#rendering/quality/depth_prepass/disable_for_vendors
			var v_disable_for_vendors_path = "rendering/quality/depth_prepass/disable_for_vendors"
			var v_disable_for_vendors setget set_disable_for_vendors,get_disable_for_vendors

			func set_disable_for_vendors(value):
				ProjectSettings.set_setting(v_disable_for_vendors_path,value)
				ProjectSettings.save()
				pass

			func get_disable_for_vendors():
				return ProjectSettings.get_setting(v_disable_for_vendors_path)
				pass

		var v_filters:C3_filters = C3_filters.new()
		#rendering/quality/filters
		class C3_filters:
			#rendering/quality/filters/anisotropic_filter_level
			var v_anisotropic_filter_level_path = "rendering/quality/filters/anisotropic_filter_level"
			var v_anisotropic_filter_level setget set_anisotropic_filter_level,get_anisotropic_filter_level

			func set_anisotropic_filter_level(value):
				ProjectSettings.set_setting(v_anisotropic_filter_level_path,value)
				ProjectSettings.save()
				pass

			func get_anisotropic_filter_level():
				return ProjectSettings.get_setting(v_anisotropic_filter_level_path)
				pass

			#rendering/quality/filters/use_nearest_mipmap_filter
			var v_use_nearest_mipmap_filter_path = "rendering/quality/filters/use_nearest_mipmap_filter"
			var v_use_nearest_mipmap_filter setget set_use_nearest_mipmap_filter,get_use_nearest_mipmap_filter

			func set_use_nearest_mipmap_filter(value):
				ProjectSettings.set_setting(v_use_nearest_mipmap_filter_path,value)
				ProjectSettings.save()
				pass

			func get_use_nearest_mipmap_filter():
				return ProjectSettings.get_setting(v_use_nearest_mipmap_filter_path)
				pass

			#rendering/quality/filters/msaa
			var v_msaa_path = "rendering/quality/filters/msaa"
			var v_msaa setget set_msaa,get_msaa

			func set_msaa(value):
				ProjectSettings.set_setting(v_msaa_path,value)
				ProjectSettings.save()
				pass

			func get_msaa():
				return ProjectSettings.get_setting(v_msaa_path)
				pass

			#rendering/quality/filters/use_fxaa
			var v_use_fxaa_path = "rendering/quality/filters/use_fxaa"
			var v_use_fxaa setget set_use_fxaa,get_use_fxaa

			func set_use_fxaa(value):
				ProjectSettings.set_setting(v_use_fxaa_path,value)
				ProjectSettings.save()
				pass

			func get_use_fxaa():
				return ProjectSettings.get_setting(v_use_fxaa_path)
				pass

			#rendering/quality/filters/use_debanding
			var v_use_debanding_path = "rendering/quality/filters/use_debanding"
			var v_use_debanding setget set_use_debanding,get_use_debanding

			func set_use_debanding(value):
				ProjectSettings.set_setting(v_use_debanding_path,value)
				ProjectSettings.save()
				pass

			func get_use_debanding():
				return ProjectSettings.get_setting(v_use_debanding_path)
				pass

		var v_skinning:C3_skinning = C3_skinning.new()
		#rendering/quality/skinning
		class C3_skinning:
			#rendering/quality/skinning/software_skinning_fallback
			var v_software_skinning_fallback_path = "rendering/quality/skinning/software_skinning_fallback"
			var v_software_skinning_fallback setget set_software_skinning_fallback,get_software_skinning_fallback

			func set_software_skinning_fallback(value):
				ProjectSettings.set_setting(v_software_skinning_fallback_path,value)
				ProjectSettings.save()
				pass

			func get_software_skinning_fallback():
				return ProjectSettings.get_setting(v_software_skinning_fallback_path)
				pass

			#rendering/quality/skinning/force_software_skinning
			var v_force_software_skinning_path = "rendering/quality/skinning/force_software_skinning"
			var v_force_software_skinning setget set_force_software_skinning,get_force_software_skinning

			func set_force_software_skinning(value):
				ProjectSettings.set_setting(v_force_software_skinning_path,value)
				ProjectSettings.save()
				pass

			func get_force_software_skinning():
				return ProjectSettings.get_setting(v_force_software_skinning_path)
				pass

		var v_spatial_partitioning:C3_spatial_partitioning = C3_spatial_partitioning.new()
		#rendering/quality/spatial_partitioning
		class C3_spatial_partitioning:
			#rendering/quality/spatial_partitioning/render_tree_balance
			var v_render_tree_balance_path = "rendering/quality/spatial_partitioning/render_tree_balance"
			var v_render_tree_balance setget set_render_tree_balance,get_render_tree_balance

			func set_render_tree_balance(value):
				ProjectSettings.set_setting(v_render_tree_balance_path,value)
				ProjectSettings.save()
				pass

			func get_render_tree_balance():
				return ProjectSettings.get_setting(v_render_tree_balance_path)
				pass

			#rendering/quality/spatial_partitioning/use_bvh
			var v_use_bvh_path = "rendering/quality/spatial_partitioning/use_bvh"
			var v_use_bvh setget set_use_bvh,get_use_bvh

			func set_use_bvh(value):
				ProjectSettings.set_setting(v_use_bvh_path,value)
				ProjectSettings.save()
				pass

			func get_use_bvh():
				return ProjectSettings.get_setting(v_use_bvh_path)
				pass

		var v_lightmapping:C3_lightmapping = C3_lightmapping.new()
		#rendering/quality/lightmapping
		class C3_lightmapping:
			#rendering/quality/lightmapping/use_bicubic_sampling
			var v_use_bicubic_sampling_path = "rendering/quality/lightmapping/use_bicubic_sampling"
			var v_use_bicubic_sampling setget set_use_bicubic_sampling,get_use_bicubic_sampling

			func set_use_bicubic_sampling(value):
				ProjectSettings.set_setting(v_use_bicubic_sampling_path,value)
				ProjectSettings.save()
				pass

			func get_use_bicubic_sampling():
				return ProjectSettings.get_setting(v_use_bicubic_sampling_path)
				pass

			#rendering/quality/lightmapping/use_bicubic_sampling__mobile
			var v_use_bicubic_sampling__mobile_path = "rendering/quality/lightmapping/use_bicubic_sampling.mobile"
			var v_use_bicubic_sampling__mobile setget set_use_bicubic_sampling__mobile,get_use_bicubic_sampling__mobile

			func set_use_bicubic_sampling__mobile(value):
				ProjectSettings.set_setting(v_use_bicubic_sampling__mobile_path,value)
				ProjectSettings.save()
				pass

			func get_use_bicubic_sampling__mobile():
				return ProjectSettings.get_setting(v_use_bicubic_sampling__mobile_path)
				pass

		var v_subsurface_scattering:C3_subsurface_scattering = C3_subsurface_scattering.new()
		#rendering/quality/subsurface_scattering
		class C3_subsurface_scattering:
			#rendering/quality/subsurface_scattering/quality
			var v_quality_path = "rendering/quality/subsurface_scattering/quality"
			var v_quality setget set_quality,get_quality

			func set_quality(value):
				ProjectSettings.set_setting(v_quality_path,value)
				ProjectSettings.save()
				pass

			func get_quality():
				return ProjectSettings.get_setting(v_quality_path)
				pass

			#rendering/quality/subsurface_scattering/scale
			var v_scale_path = "rendering/quality/subsurface_scattering/scale"
			var v_scale setget set_scale,get_scale

			func set_scale(value):
				ProjectSettings.set_setting(v_scale_path,value)
				ProjectSettings.save()
				pass

			func get_scale():
				return ProjectSettings.get_setting(v_scale_path)
				pass

			#rendering/quality/subsurface_scattering/follow_surface
			var v_follow_surface_path = "rendering/quality/subsurface_scattering/follow_surface"
			var v_follow_surface setget set_follow_surface,get_follow_surface

			func set_follow_surface(value):
				ProjectSettings.set_setting(v_follow_surface_path,value)
				ProjectSettings.save()
				pass

			func get_follow_surface():
				return ProjectSettings.get_setting(v_follow_surface_path)
				pass

			#rendering/quality/subsurface_scattering/weight_samples
			var v_weight_samples_path = "rendering/quality/subsurface_scattering/weight_samples"
			var v_weight_samples setget set_weight_samples,get_weight_samples

			func set_weight_samples(value):
				ProjectSettings.set_setting(v_weight_samples_path,value)
				ProjectSettings.save()
				pass

			func get_weight_samples():
				return ProjectSettings.get_setting(v_weight_samples_path)
				pass

		var v_voxel_cone_tracing:C3_voxel_cone_tracing = C3_voxel_cone_tracing.new()
		#rendering/quality/voxel_cone_tracing
		class C3_voxel_cone_tracing:
			#rendering/quality/voxel_cone_tracing/high_quality
			var v_high_quality_path = "rendering/quality/voxel_cone_tracing/high_quality"
			var v_high_quality setget set_high_quality,get_high_quality

			func set_high_quality(value):
				ProjectSettings.set_setting(v_high_quality_path,value)
				ProjectSettings.save()
				pass

			func get_high_quality():
				return ProjectSettings.get_setting(v_high_quality_path)
				pass

		var v_depth:C3_depth = C3_depth.new()
		#rendering/quality/depth
		class C3_depth:
			#rendering/quality/depth/hdr
			var v_hdr_path = "rendering/quality/depth/hdr"
			var v_hdr setget set_hdr,get_hdr

			func set_hdr(value):
				ProjectSettings.set_setting(v_hdr_path,value)
				ProjectSettings.save()
				pass

			func get_hdr():
				return ProjectSettings.get_setting(v_hdr_path)
				pass

			#rendering/quality/depth/hdr__mobile
			var v_hdr__mobile_path = "rendering/quality/depth/hdr.mobile"
			var v_hdr__mobile setget set_hdr__mobile,get_hdr__mobile

			func set_hdr__mobile(value):
				ProjectSettings.set_setting(v_hdr__mobile_path,value)
				ProjectSettings.save()
				pass

			func get_hdr__mobile():
				return ProjectSettings.get_setting(v_hdr__mobile_path)
				pass

		var v_dynamic_fonts:C3_dynamic_fonts = C3_dynamic_fonts.new()
		#rendering/quality/dynamic_fonts
		class C3_dynamic_fonts:
			#rendering/quality/dynamic_fonts/use_oversampling
			var v_use_oversampling_path = "rendering/quality/dynamic_fonts/use_oversampling"
			var v_use_oversampling setget set_use_oversampling,get_use_oversampling

			func set_use_oversampling(value):
				ProjectSettings.set_setting(v_use_oversampling_path,value)
				ProjectSettings.save()
				pass

			func get_use_oversampling():
				return ProjectSettings.get_setting(v_use_oversampling_path)
				pass

	var v_2d:C2_2d = C2_2d.new()
	#rendering/2d
	class C2_2d:
		var v_options:C3_options = C3_options.new()
		#rendering/2d/options
		class C3_options:
			#rendering/2d/options/use_nvidia_rect_flicker_workaround
			var v_use_nvidia_rect_flicker_workaround_path = "rendering/2d/options/use_nvidia_rect_flicker_workaround"
			var v_use_nvidia_rect_flicker_workaround setget set_use_nvidia_rect_flicker_workaround,get_use_nvidia_rect_flicker_workaround

			func set_use_nvidia_rect_flicker_workaround(value):
				ProjectSettings.set_setting(v_use_nvidia_rect_flicker_workaround_path,value)
				ProjectSettings.save()
				pass

			func get_use_nvidia_rect_flicker_workaround():
				return ProjectSettings.get_setting(v_use_nvidia_rect_flicker_workaround_path)
				pass

			#rendering/2d/options/use_software_skinning
			var v_use_software_skinning_path = "rendering/2d/options/use_software_skinning"
			var v_use_software_skinning setget set_use_software_skinning,get_use_software_skinning

			func set_use_software_skinning(value):
				ProjectSettings.set_setting(v_use_software_skinning_path,value)
				ProjectSettings.save()
				pass

			func get_use_software_skinning():
				return ProjectSettings.get_setting(v_use_software_skinning_path)
				pass

			#rendering/2d/options/ninepatch_mode
			var v_ninepatch_mode_path = "rendering/2d/options/ninepatch_mode"
			var v_ninepatch_mode setget set_ninepatch_mode,get_ninepatch_mode

			func set_ninepatch_mode(value):
				ProjectSettings.set_setting(v_ninepatch_mode_path,value)
				ProjectSettings.save()
				pass

			func get_ninepatch_mode():
				return ProjectSettings.get_setting(v_ninepatch_mode_path)
				pass

		var v_snapping:C3_snapping = C3_snapping.new()
		#rendering/2d/snapping
		class C3_snapping:
			#rendering/2d/snapping/use_gpu_pixel_snap
			var v_use_gpu_pixel_snap_path = "rendering/2d/snapping/use_gpu_pixel_snap"
			var v_use_gpu_pixel_snap setget set_use_gpu_pixel_snap,get_use_gpu_pixel_snap

			func set_use_gpu_pixel_snap(value):
				ProjectSettings.set_setting(v_use_gpu_pixel_snap_path,value)
				ProjectSettings.save()
				pass

			func get_use_gpu_pixel_snap():
				return ProjectSettings.get_setting(v_use_gpu_pixel_snap_path)
				pass

		var v_opengl:C3_opengl = C3_opengl.new()
		#rendering/2d/opengl
		class C3_opengl:
			#rendering/2d/opengl/batching_send_null
			var v_batching_send_null_path = "rendering/2d/opengl/batching_send_null"
			var v_batching_send_null setget set_batching_send_null,get_batching_send_null

			func set_batching_send_null(value):
				ProjectSettings.set_setting(v_batching_send_null_path,value)
				ProjectSettings.save()
				pass

			func get_batching_send_null():
				return ProjectSettings.get_setting(v_batching_send_null_path)
				pass

			#rendering/2d/opengl/batching_stream
			var v_batching_stream_path = "rendering/2d/opengl/batching_stream"
			var v_batching_stream setget set_batching_stream,get_batching_stream

			func set_batching_stream(value):
				ProjectSettings.set_setting(v_batching_stream_path,value)
				ProjectSettings.save()
				pass

			func get_batching_stream():
				return ProjectSettings.get_setting(v_batching_stream_path)
				pass

			#rendering/2d/opengl/legacy_orphan_buffers
			var v_legacy_orphan_buffers_path = "rendering/2d/opengl/legacy_orphan_buffers"
			var v_legacy_orphan_buffers setget set_legacy_orphan_buffers,get_legacy_orphan_buffers

			func set_legacy_orphan_buffers(value):
				ProjectSettings.set_setting(v_legacy_orphan_buffers_path,value)
				ProjectSettings.save()
				pass

			func get_legacy_orphan_buffers():
				return ProjectSettings.get_setting(v_legacy_orphan_buffers_path)
				pass

			#rendering/2d/opengl/legacy_stream
			var v_legacy_stream_path = "rendering/2d/opengl/legacy_stream"
			var v_legacy_stream setget set_legacy_stream,get_legacy_stream

			func set_legacy_stream(value):
				ProjectSettings.set_setting(v_legacy_stream_path,value)
				ProjectSettings.save()
				pass

			func get_legacy_stream():
				return ProjectSettings.get_setting(v_legacy_stream_path)
				pass

	var v_threads:C2_threads = C2_threads.new()
	#rendering/threads
	class C2_threads:
		#rendering/threads/thread_model
		var v_thread_model_path = "rendering/threads/thread_model"
		var v_thread_model setget set_thread_model,get_thread_model

		func set_thread_model(value):
			ProjectSettings.set_setting(v_thread_model_path,value)
			ProjectSettings.save()
			pass

		func get_thread_model():
			return ProjectSettings.get_setting(v_thread_model_path)
			pass

	var v_vram_compression:C2_vram_compression = C2_vram_compression.new()
	#rendering/vram_compression
	class C2_vram_compression:
		#rendering/vram_compression/import_bptc
		var v_import_bptc_path = "rendering/vram_compression/import_bptc"
		var v_import_bptc setget set_import_bptc,get_import_bptc

		func set_import_bptc(value):
			ProjectSettings.set_setting(v_import_bptc_path,value)
			ProjectSettings.save()
			pass

		func get_import_bptc():
			return ProjectSettings.get_setting(v_import_bptc_path)
			pass

		#rendering/vram_compression/import_s3tc
		var v_import_s3tc_path = "rendering/vram_compression/import_s3tc"
		var v_import_s3tc setget set_import_s3tc,get_import_s3tc

		func set_import_s3tc(value):
			ProjectSettings.set_setting(v_import_s3tc_path,value)
			ProjectSettings.save()
			pass

		func get_import_s3tc():
			return ProjectSettings.get_setting(v_import_s3tc_path)
			pass

		#rendering/vram_compression/import_etc
		var v_import_etc_path = "rendering/vram_compression/import_etc"
		var v_import_etc setget set_import_etc,get_import_etc

		func set_import_etc(value):
			ProjectSettings.set_setting(v_import_etc_path,value)
			ProjectSettings.save()
			pass

		func get_import_etc():
			return ProjectSettings.get_setting(v_import_etc_path)
			pass

		#rendering/vram_compression/import_etc2
		var v_import_etc2_path = "rendering/vram_compression/import_etc2"
		var v_import_etc2 setget set_import_etc2,get_import_etc2

		func set_import_etc2(value):
			ProjectSettings.set_setting(v_import_etc2_path,value)
			ProjectSettings.save()
			pass

		func get_import_etc2():
			return ProjectSettings.get_setting(v_import_etc2_path)
			pass

		#rendering/vram_compression/import_pvrtc
		var v_import_pvrtc_path = "rendering/vram_compression/import_pvrtc"
		var v_import_pvrtc setget set_import_pvrtc,get_import_pvrtc

		func set_import_pvrtc(value):
			ProjectSettings.set_setting(v_import_pvrtc_path,value)
			ProjectSettings.save()
			pass

		func get_import_pvrtc():
			return ProjectSettings.get_setting(v_import_pvrtc_path)
			pass

	var v_limits:C2_limits = C2_limits.new()
	#rendering/limits
	class C2_limits:
		var v_time:C3_time = C3_time.new()
		#rendering/limits/time
		class C3_time:
			#rendering/limits/time/time_rollover_secs
			var v_time_rollover_secs_path = "rendering/limits/time/time_rollover_secs"
			var v_time_rollover_secs setget set_time_rollover_secs,get_time_rollover_secs

			func set_time_rollover_secs(value):
				ProjectSettings.set_setting(v_time_rollover_secs_path,value)
				ProjectSettings.save()
				pass

			func get_time_rollover_secs():
				return ProjectSettings.get_setting(v_time_rollover_secs_path)
				pass

		var v_buffers:C3_buffers = C3_buffers.new()
		#rendering/limits/buffers
		class C3_buffers:
			#rendering/limits/buffers/blend_shape_max_buffer_size_kb
			var v_blend_shape_max_buffer_size_kb_path = "rendering/limits/buffers/blend_shape_max_buffer_size_kb"
			var v_blend_shape_max_buffer_size_kb setget set_blend_shape_max_buffer_size_kb,get_blend_shape_max_buffer_size_kb

			func set_blend_shape_max_buffer_size_kb(value):
				ProjectSettings.set_setting(v_blend_shape_max_buffer_size_kb_path,value)
				ProjectSettings.save()
				pass

			func get_blend_shape_max_buffer_size_kb():
				return ProjectSettings.get_setting(v_blend_shape_max_buffer_size_kb_path)
				pass

			#rendering/limits/buffers/canvas_polygon_buffer_size_kb
			var v_canvas_polygon_buffer_size_kb_path = "rendering/limits/buffers/canvas_polygon_buffer_size_kb"
			var v_canvas_polygon_buffer_size_kb setget set_canvas_polygon_buffer_size_kb,get_canvas_polygon_buffer_size_kb

			func set_canvas_polygon_buffer_size_kb(value):
				ProjectSettings.set_setting(v_canvas_polygon_buffer_size_kb_path,value)
				ProjectSettings.save()
				pass

			func get_canvas_polygon_buffer_size_kb():
				return ProjectSettings.get_setting(v_canvas_polygon_buffer_size_kb_path)
				pass

			#rendering/limits/buffers/canvas_polygon_index_buffer_size_kb
			var v_canvas_polygon_index_buffer_size_kb_path = "rendering/limits/buffers/canvas_polygon_index_buffer_size_kb"
			var v_canvas_polygon_index_buffer_size_kb setget set_canvas_polygon_index_buffer_size_kb,get_canvas_polygon_index_buffer_size_kb

			func set_canvas_polygon_index_buffer_size_kb(value):
				ProjectSettings.set_setting(v_canvas_polygon_index_buffer_size_kb_path,value)
				ProjectSettings.save()
				pass

			func get_canvas_polygon_index_buffer_size_kb():
				return ProjectSettings.get_setting(v_canvas_polygon_index_buffer_size_kb_path)
				pass

			#rendering/limits/buffers/immediate_buffer_size_kb
			var v_immediate_buffer_size_kb_path = "rendering/limits/buffers/immediate_buffer_size_kb"
			var v_immediate_buffer_size_kb setget set_immediate_buffer_size_kb,get_immediate_buffer_size_kb

			func set_immediate_buffer_size_kb(value):
				ProjectSettings.set_setting(v_immediate_buffer_size_kb_path,value)
				ProjectSettings.save()
				pass

			func get_immediate_buffer_size_kb():
				return ProjectSettings.get_setting(v_immediate_buffer_size_kb_path)
				pass

		var v_rendering:C3_rendering = C3_rendering.new()
		#rendering/limits/rendering
		class C3_rendering:
			#rendering/limits/rendering/max_renderable_elements
			var v_max_renderable_elements_path = "rendering/limits/rendering/max_renderable_elements"
			var v_max_renderable_elements setget set_max_renderable_elements,get_max_renderable_elements

			func set_max_renderable_elements(value):
				ProjectSettings.set_setting(v_max_renderable_elements_path,value)
				ProjectSettings.save()
				pass

			func get_max_renderable_elements():
				return ProjectSettings.get_setting(v_max_renderable_elements_path)
				pass

			#rendering/limits/rendering/max_renderable_lights
			var v_max_renderable_lights_path = "rendering/limits/rendering/max_renderable_lights"
			var v_max_renderable_lights setget set_max_renderable_lights,get_max_renderable_lights

			func set_max_renderable_lights(value):
				ProjectSettings.set_setting(v_max_renderable_lights_path,value)
				ProjectSettings.save()
				pass

			func get_max_renderable_lights():
				return ProjectSettings.get_setting(v_max_renderable_lights_path)
				pass

			#rendering/limits/rendering/max_renderable_reflections
			var v_max_renderable_reflections_path = "rendering/limits/rendering/max_renderable_reflections"
			var v_max_renderable_reflections setget set_max_renderable_reflections,get_max_renderable_reflections

			func set_max_renderable_reflections(value):
				ProjectSettings.set_setting(v_max_renderable_reflections_path,value)
				ProjectSettings.save()
				pass

			func get_max_renderable_reflections():
				return ProjectSettings.get_setting(v_max_renderable_reflections_path)
				pass

			#rendering/limits/rendering/max_lights_per_object
			var v_max_lights_per_object_path = "rendering/limits/rendering/max_lights_per_object"
			var v_max_lights_per_object setget set_max_lights_per_object,get_max_lights_per_object

			func set_max_lights_per_object(value):
				ProjectSettings.set_setting(v_max_lights_per_object_path,value)
				ProjectSettings.save()
				pass

			func get_max_lights_per_object():
				return ProjectSettings.get_setting(v_max_lights_per_object_path)
				pass

	var v_batching:C2_batching = C2_batching.new()
	#rendering/batching
	class C2_batching:
		var v_options:C3_options = C3_options.new()
		#rendering/batching/options
		class C3_options:
			#rendering/batching/options/use_batching
			var v_use_batching_path = "rendering/batching/options/use_batching"
			var v_use_batching setget set_use_batching,get_use_batching

			func set_use_batching(value):
				ProjectSettings.set_setting(v_use_batching_path,value)
				ProjectSettings.save()
				pass

			func get_use_batching():
				return ProjectSettings.get_setting(v_use_batching_path)
				pass

			#rendering/batching/options/use_batching_in_editor
			var v_use_batching_in_editor_path = "rendering/batching/options/use_batching_in_editor"
			var v_use_batching_in_editor setget set_use_batching_in_editor,get_use_batching_in_editor

			func set_use_batching_in_editor(value):
				ProjectSettings.set_setting(v_use_batching_in_editor_path,value)
				ProjectSettings.save()
				pass

			func get_use_batching_in_editor():
				return ProjectSettings.get_setting(v_use_batching_in_editor_path)
				pass

			#rendering/batching/options/single_rect_fallback
			var v_single_rect_fallback_path = "rendering/batching/options/single_rect_fallback"
			var v_single_rect_fallback setget set_single_rect_fallback,get_single_rect_fallback

			func set_single_rect_fallback(value):
				ProjectSettings.set_setting(v_single_rect_fallback_path,value)
				ProjectSettings.save()
				pass

			func get_single_rect_fallback():
				return ProjectSettings.get_setting(v_single_rect_fallback_path)
				pass

		var v_parameters:C3_parameters = C3_parameters.new()
		#rendering/batching/parameters
		class C3_parameters:
			#rendering/batching/parameters/max_join_item_commands
			var v_max_join_item_commands_path = "rendering/batching/parameters/max_join_item_commands"
			var v_max_join_item_commands setget set_max_join_item_commands,get_max_join_item_commands

			func set_max_join_item_commands(value):
				ProjectSettings.set_setting(v_max_join_item_commands_path,value)
				ProjectSettings.save()
				pass

			func get_max_join_item_commands():
				return ProjectSettings.get_setting(v_max_join_item_commands_path)
				pass

			#rendering/batching/parameters/colored_vertex_format_threshold
			var v_colored_vertex_format_threshold_path = "rendering/batching/parameters/colored_vertex_format_threshold"
			var v_colored_vertex_format_threshold setget set_colored_vertex_format_threshold,get_colored_vertex_format_threshold

			func set_colored_vertex_format_threshold(value):
				ProjectSettings.set_setting(v_colored_vertex_format_threshold_path,value)
				ProjectSettings.save()
				pass

			func get_colored_vertex_format_threshold():
				return ProjectSettings.get_setting(v_colored_vertex_format_threshold_path)
				pass

			#rendering/batching/parameters/batch_buffer_size
			var v_batch_buffer_size_path = "rendering/batching/parameters/batch_buffer_size"
			var v_batch_buffer_size setget set_batch_buffer_size,get_batch_buffer_size

			func set_batch_buffer_size(value):
				ProjectSettings.set_setting(v_batch_buffer_size_path,value)
				ProjectSettings.save()
				pass

			func get_batch_buffer_size():
				return ProjectSettings.get_setting(v_batch_buffer_size_path)
				pass

			#rendering/batching/parameters/item_reordering_lookahead
			var v_item_reordering_lookahead_path = "rendering/batching/parameters/item_reordering_lookahead"
			var v_item_reordering_lookahead setget set_item_reordering_lookahead,get_item_reordering_lookahead

			func set_item_reordering_lookahead(value):
				ProjectSettings.set_setting(v_item_reordering_lookahead_path,value)
				ProjectSettings.save()
				pass

			func get_item_reordering_lookahead():
				return ProjectSettings.get_setting(v_item_reordering_lookahead_path)
				pass

		var v_lights:C3_lights = C3_lights.new()
		#rendering/batching/lights
		class C3_lights:
			#rendering/batching/lights/scissor_area_threshold
			var v_scissor_area_threshold_path = "rendering/batching/lights/scissor_area_threshold"
			var v_scissor_area_threshold setget set_scissor_area_threshold,get_scissor_area_threshold

			func set_scissor_area_threshold(value):
				ProjectSettings.set_setting(v_scissor_area_threshold_path,value)
				ProjectSettings.save()
				pass

			func get_scissor_area_threshold():
				return ProjectSettings.get_setting(v_scissor_area_threshold_path)
				pass

			#rendering/batching/lights/max_join_items
			var v_max_join_items_path = "rendering/batching/lights/max_join_items"
			var v_max_join_items setget set_max_join_items,get_max_join_items

			func set_max_join_items(value):
				ProjectSettings.set_setting(v_max_join_items_path,value)
				ProjectSettings.save()
				pass

			func get_max_join_items():
				return ProjectSettings.get_setting(v_max_join_items_path)
				pass

		var v_debug:C3_debug = C3_debug.new()
		#rendering/batching/debug
		class C3_debug:
			#rendering/batching/debug/flash_batching
			var v_flash_batching_path = "rendering/batching/debug/flash_batching"
			var v_flash_batching setget set_flash_batching,get_flash_batching

			func set_flash_batching(value):
				ProjectSettings.set_setting(v_flash_batching_path,value)
				ProjectSettings.save()
				pass

			func get_flash_batching():
				return ProjectSettings.get_setting(v_flash_batching_path)
				pass

			#rendering/batching/debug/diagnose_frame
			var v_diagnose_frame_path = "rendering/batching/debug/diagnose_frame"
			var v_diagnose_frame setget set_diagnose_frame,get_diagnose_frame

			func set_diagnose_frame(value):
				ProjectSettings.set_setting(v_diagnose_frame_path,value)
				ProjectSettings.save()
				pass

			func get_diagnose_frame():
				return ProjectSettings.get_setting(v_diagnose_frame_path)
				pass

		var v_precision:C3_precision = C3_precision.new()
		#rendering/batching/precision
		class C3_precision:
			#rendering/batching/precision/uv_contract
			var v_uv_contract_path = "rendering/batching/precision/uv_contract"
			var v_uv_contract setget set_uv_contract,get_uv_contract

			func set_uv_contract(value):
				ProjectSettings.set_setting(v_uv_contract_path,value)
				ProjectSettings.save()
				pass

			func get_uv_contract():
				return ProjectSettings.get_setting(v_uv_contract_path)
				pass

			#rendering/batching/precision/uv_contract_amount
			var v_uv_contract_amount_path = "rendering/batching/precision/uv_contract_amount"
			var v_uv_contract_amount setget set_uv_contract_amount,get_uv_contract_amount

			func set_uv_contract_amount(value):
				ProjectSettings.set_setting(v_uv_contract_amount_path,value)
				ProjectSettings.save()
				pass

			func get_uv_contract_amount():
				return ProjectSettings.get_setting(v_uv_contract_amount_path)
				pass

	var v_gles2:C2_gles2 = C2_gles2.new()
	#rendering/gles2
	class C2_gles2:
		var v_compatibility:C3_compatibility = C3_compatibility.new()
		#rendering/gles2/compatibility
		class C3_compatibility:
			#rendering/gles2/compatibility/disable_half_float
			var v_disable_half_float_path = "rendering/gles2/compatibility/disable_half_float"
			var v_disable_half_float setget set_disable_half_float,get_disable_half_float

			func set_disable_half_float(value):
				ProjectSettings.set_setting(v_disable_half_float_path,value)
				ProjectSettings.save()
				pass

			func get_disable_half_float():
				return ProjectSettings.get_setting(v_disable_half_float_path)
				pass

			#rendering/gles2/compatibility/enable_high_float__Android
			var v_enable_high_float__Android_path = "rendering/gles2/compatibility/enable_high_float.Android"
			var v_enable_high_float__Android setget set_enable_high_float__Android,get_enable_high_float__Android

			func set_enable_high_float__Android(value):
				ProjectSettings.set_setting(v_enable_high_float__Android_path,value)
				ProjectSettings.save()
				pass

			func get_enable_high_float__Android():
				return ProjectSettings.get_setting(v_enable_high_float__Android_path)
				pass

	var v_environment:C2_environment = C2_environment.new()
	#rendering/environment
	class C2_environment:
		#rendering/environment/default_clear_color
		var v_default_clear_color_path = "rendering/environment/default_clear_color"
		var v_default_clear_color setget set_default_clear_color,get_default_clear_color

		func set_default_clear_color(value):
			ProjectSettings.set_setting(v_default_clear_color_path,value)
			ProjectSettings.save()
			pass

		func get_default_clear_color():
			return ProjectSettings.get_setting(v_default_clear_color_path)
			pass

		#rendering/environment/default_environment
		var v_default_environment_path = "rendering/environment/default_environment"
		var v_default_environment setget set_default_environment,get_default_environment

		func set_default_environment(value):
			ProjectSettings.set_setting(v_default_environment_path,value)
			ProjectSettings.save()
			pass

		func get_default_environment():
			return ProjectSettings.get_setting(v_default_environment_path)
			pass

	var v_cpu_lightmapper:C2_cpu_lightmapper = C2_cpu_lightmapper.new()
	#rendering/cpu_lightmapper
	class C2_cpu_lightmapper:
		var v_quality:C3_quality = C3_quality.new()
		#rendering/cpu_lightmapper/quality
		class C3_quality:
			#rendering/cpu_lightmapper/quality/low_quality_ray_count
			var v_low_quality_ray_count_path = "rendering/cpu_lightmapper/quality/low_quality_ray_count"
			var v_low_quality_ray_count setget set_low_quality_ray_count,get_low_quality_ray_count

			func set_low_quality_ray_count(value):
				ProjectSettings.set_setting(v_low_quality_ray_count_path,value)
				ProjectSettings.save()
				pass

			func get_low_quality_ray_count():
				return ProjectSettings.get_setting(v_low_quality_ray_count_path)
				pass

			#rendering/cpu_lightmapper/quality/medium_quality_ray_count
			var v_medium_quality_ray_count_path = "rendering/cpu_lightmapper/quality/medium_quality_ray_count"
			var v_medium_quality_ray_count setget set_medium_quality_ray_count,get_medium_quality_ray_count

			func set_medium_quality_ray_count(value):
				ProjectSettings.set_setting(v_medium_quality_ray_count_path,value)
				ProjectSettings.save()
				pass

			func get_medium_quality_ray_count():
				return ProjectSettings.get_setting(v_medium_quality_ray_count_path)
				pass

			#rendering/cpu_lightmapper/quality/high_quality_ray_count
			var v_high_quality_ray_count_path = "rendering/cpu_lightmapper/quality/high_quality_ray_count"
			var v_high_quality_ray_count setget set_high_quality_ray_count,get_high_quality_ray_count

			func set_high_quality_ray_count(value):
				ProjectSettings.set_setting(v_high_quality_ray_count_path,value)
				ProjectSettings.save()
				pass

			func get_high_quality_ray_count():
				return ProjectSettings.get_setting(v_high_quality_ray_count_path)
				pass

			#rendering/cpu_lightmapper/quality/ultra_quality_ray_count
			var v_ultra_quality_ray_count_path = "rendering/cpu_lightmapper/quality/ultra_quality_ray_count"
			var v_ultra_quality_ray_count setget set_ultra_quality_ray_count,get_ultra_quality_ray_count

			func set_ultra_quality_ray_count(value):
				ProjectSettings.set_setting(v_ultra_quality_ray_count_path,value)
				ProjectSettings.save()
				pass

			func get_ultra_quality_ray_count():
				return ProjectSettings.get_setting(v_ultra_quality_ray_count_path)
				pass

var v_display:C1_display = C1_display.new()
#display
class C1_display:
	var v_window:C2_window = C2_window.new()
	#display/window
	class C2_window:
		var v_size:C3_size = C3_size.new()
		#display/window/size
		class C3_size:
			#display/window/size/width
			var v_width_path = "display/window/size/width"
			var v_width setget set_width,get_width

			func set_width(value):
				ProjectSettings.set_setting(v_width_path,value)
				ProjectSettings.save()
				pass

			func get_width():
				return ProjectSettings.get_setting(v_width_path)
				pass

			#display/window/size/height
			var v_height_path = "display/window/size/height"
			var v_height setget set_height,get_height

			func set_height(value):
				ProjectSettings.set_setting(v_height_path,value)
				ProjectSettings.save()
				pass

			func get_height():
				return ProjectSettings.get_setting(v_height_path)
				pass

			#display/window/size/resizable
			var v_resizable_path = "display/window/size/resizable"
			var v_resizable setget set_resizable,get_resizable

			func set_resizable(value):
				ProjectSettings.set_setting(v_resizable_path,value)
				ProjectSettings.save()
				pass

			func get_resizable():
				return ProjectSettings.get_setting(v_resizable_path)
				pass

			#display/window/size/borderless
			var v_borderless_path = "display/window/size/borderless"
			var v_borderless setget set_borderless,get_borderless

			func set_borderless(value):
				ProjectSettings.set_setting(v_borderless_path,value)
				ProjectSettings.save()
				pass

			func get_borderless():
				return ProjectSettings.get_setting(v_borderless_path)
				pass

			#display/window/size/fullscreen
			var v_fullscreen_path = "display/window/size/fullscreen"
			var v_fullscreen setget set_fullscreen,get_fullscreen

			func set_fullscreen(value):
				ProjectSettings.set_setting(v_fullscreen_path,value)
				ProjectSettings.save()
				pass

			func get_fullscreen():
				return ProjectSettings.get_setting(v_fullscreen_path)
				pass

			#display/window/size/always_on_top
			var v_always_on_top_path = "display/window/size/always_on_top"
			var v_always_on_top setget set_always_on_top,get_always_on_top

			func set_always_on_top(value):
				ProjectSettings.set_setting(v_always_on_top_path,value)
				ProjectSettings.save()
				pass

			func get_always_on_top():
				return ProjectSettings.get_setting(v_always_on_top_path)
				pass

			#display/window/size/test_width
			var v_test_width_path = "display/window/size/test_width"
			var v_test_width setget set_test_width,get_test_width

			func set_test_width(value):
				ProjectSettings.set_setting(v_test_width_path,value)
				ProjectSettings.save()
				pass

			func get_test_width():
				return ProjectSettings.get_setting(v_test_width_path)
				pass

			#display/window/size/test_height
			var v_test_height_path = "display/window/size/test_height"
			var v_test_height setget set_test_height,get_test_height

			func set_test_height(value):
				ProjectSettings.set_setting(v_test_height_path,value)
				ProjectSettings.save()
				pass

			func get_test_height():
				return ProjectSettings.get_setting(v_test_height_path)
				pass

		var v_dpi:C3_dpi = C3_dpi.new()
		#display/window/dpi
		class C3_dpi:
			#display/window/dpi/allow_hidpi
			var v_allow_hidpi_path = "display/window/dpi/allow_hidpi"
			var v_allow_hidpi setget set_allow_hidpi,get_allow_hidpi

			func set_allow_hidpi(value):
				ProjectSettings.set_setting(v_allow_hidpi_path,value)
				ProjectSettings.save()
				pass

			func get_allow_hidpi():
				return ProjectSettings.get_setting(v_allow_hidpi_path)
				pass

		var v_vsync:C3_vsync = C3_vsync.new()
		#display/window/vsync
		class C3_vsync:
			#display/window/vsync/use_vsync
			var v_use_vsync_path = "display/window/vsync/use_vsync"
			var v_use_vsync setget set_use_vsync,get_use_vsync

			func set_use_vsync(value):
				ProjectSettings.set_setting(v_use_vsync_path,value)
				ProjectSettings.save()
				pass

			func get_use_vsync():
				return ProjectSettings.get_setting(v_use_vsync_path)
				pass

			#display/window/vsync/vsync_via_compositor
			var v_vsync_via_compositor_path = "display/window/vsync/vsync_via_compositor"
			var v_vsync_via_compositor setget set_vsync_via_compositor,get_vsync_via_compositor

			func set_vsync_via_compositor(value):
				ProjectSettings.set_setting(v_vsync_via_compositor_path,value)
				ProjectSettings.save()
				pass

			func get_vsync_via_compositor():
				return ProjectSettings.get_setting(v_vsync_via_compositor_path)
				pass

		#display/window/tablet_driver
		var v_tablet_driver_path = "display/window/tablet_driver"
		var v_tablet_driver setget set_tablet_driver,get_tablet_driver

		func set_tablet_driver(value):
			ProjectSettings.set_setting(v_tablet_driver_path,value)
			ProjectSettings.save()
			pass

		func get_tablet_driver():
			return ProjectSettings.get_setting(v_tablet_driver_path)
			pass

		var v_per_pixel_transparency:C3_per_pixel_transparency = C3_per_pixel_transparency.new()
		#display/window/per_pixel_transparency
		class C3_per_pixel_transparency:
			#display/window/per_pixel_transparency/allowed
			var v_allowed_path = "display/window/per_pixel_transparency/allowed"
			var v_allowed setget set_allowed,get_allowed

			func set_allowed(value):
				ProjectSettings.set_setting(v_allowed_path,value)
				ProjectSettings.save()
				pass

			func get_allowed():
				return ProjectSettings.get_setting(v_allowed_path)
				pass

			#display/window/per_pixel_transparency/enabled
			var v_enabled_path = "display/window/per_pixel_transparency/enabled"
			var v_enabled setget set_enabled,get_enabled

			func set_enabled(value):
				ProjectSettings.set_setting(v_enabled_path,value)
				ProjectSettings.save()
				pass

			func get_enabled():
				return ProjectSettings.get_setting(v_enabled_path)
				pass

		var v_energy_saving:C3_energy_saving = C3_energy_saving.new()
		#display/window/energy_saving
		class C3_energy_saving:
			#display/window/energy_saving/keep_screen_on
			var v_keep_screen_on_path = "display/window/energy_saving/keep_screen_on"
			var v_keep_screen_on setget set_keep_screen_on,get_keep_screen_on

			func set_keep_screen_on(value):
				ProjectSettings.set_setting(v_keep_screen_on_path,value)
				ProjectSettings.save()
				pass

			func get_keep_screen_on():
				return ProjectSettings.get_setting(v_keep_screen_on_path)
				pass

		var v_handheld:C3_handheld = C3_handheld.new()
		#display/window/handheld
		class C3_handheld:
			#display/window/handheld/orientation
			var v_orientation_path = "display/window/handheld/orientation"
			var v_orientation setget set_orientation,get_orientation

			func set_orientation(value):
				ProjectSettings.set_setting(v_orientation_path,value)
				ProjectSettings.save()
				pass

			func get_orientation():
				return ProjectSettings.get_setting(v_orientation_path)
				pass

		var v_ios:C3_ios = C3_ios.new()
		#display/window/ios
		class C3_ios:
			#display/window/ios/hide_home_indicator
			var v_hide_home_indicator_path = "display/window/ios/hide_home_indicator"
			var v_hide_home_indicator setget set_hide_home_indicator,get_hide_home_indicator

			func set_hide_home_indicator(value):
				ProjectSettings.set_setting(v_hide_home_indicator_path,value)
				ProjectSettings.save()
				pass

			func get_hide_home_indicator():
				return ProjectSettings.get_setting(v_hide_home_indicator_path)
				pass

		var v_stretch:C3_stretch = C3_stretch.new()
		#display/window/stretch
		class C3_stretch:
			#display/window/stretch/mode
			var v_mode_path = "display/window/stretch/mode"
			var v_mode setget set_mode,get_mode

			func set_mode(value):
				ProjectSettings.set_setting(v_mode_path,value)
				ProjectSettings.save()
				pass

			func get_mode():
				return ProjectSettings.get_setting(v_mode_path)
				pass

			#display/window/stretch/aspect
			var v_aspect_path = "display/window/stretch/aspect"
			var v_aspect setget set_aspect,get_aspect

			func set_aspect(value):
				ProjectSettings.set_setting(v_aspect_path,value)
				ProjectSettings.save()
				pass

			func get_aspect():
				return ProjectSettings.get_setting(v_aspect_path)
				pass

			#display/window/stretch/shrink
			var v_shrink_path = "display/window/stretch/shrink"
			var v_shrink setget set_shrink,get_shrink

			func set_shrink(value):
				ProjectSettings.set_setting(v_shrink_path,value)
				ProjectSettings.save()
				pass

			func get_shrink():
				return ProjectSettings.get_setting(v_shrink_path)
				pass

	var v_mouse_cursor:C2_mouse_cursor = C2_mouse_cursor.new()
	#display/mouse_cursor
	class C2_mouse_cursor:
		#display/mouse_cursor/custom_image
		var v_custom_image_path = "display/mouse_cursor/custom_image"
		var v_custom_image setget set_custom_image,get_custom_image

		func set_custom_image(value):
			ProjectSettings.set_setting(v_custom_image_path,value)
			ProjectSettings.save()
			pass

		func get_custom_image():
			return ProjectSettings.get_setting(v_custom_image_path)
			pass

		#display/mouse_cursor/custom_image_hotspot
		var v_custom_image_hotspot_path = "display/mouse_cursor/custom_image_hotspot"
		var v_custom_image_hotspot setget set_custom_image_hotspot,get_custom_image_hotspot

		func set_custom_image_hotspot(value):
			ProjectSettings.set_setting(v_custom_image_hotspot_path,value)
			ProjectSettings.save()
			pass

		func get_custom_image_hotspot():
			return ProjectSettings.get_setting(v_custom_image_hotspot_path)
			pass

		#display/mouse_cursor/tooltip_position_offset
		var v_tooltip_position_offset_path = "display/mouse_cursor/tooltip_position_offset"
		var v_tooltip_position_offset setget set_tooltip_position_offset,get_tooltip_position_offset

		func set_tooltip_position_offset(value):
			ProjectSettings.set_setting(v_tooltip_position_offset_path,value)
			ProjectSettings.save()
			pass

		func get_tooltip_position_offset():
			return ProjectSettings.get_setting(v_tooltip_position_offset_path)
			pass

var v_physics:C1_physics = C1_physics.new()
#physics
class C1_physics:
	var v_common:C2_common = C2_common.new()
	#physics/common
	class C2_common:
		#physics/common/physics_fps
		var v_physics_fps_path = "physics/common/physics_fps"
		var v_physics_fps setget set_physics_fps,get_physics_fps

		func set_physics_fps(value):
			ProjectSettings.set_setting(v_physics_fps_path,value)
			ProjectSettings.save()
			pass

		func get_physics_fps():
			return ProjectSettings.get_setting(v_physics_fps_path)
			pass

		#physics/common/physics_jitter_fix
		var v_physics_jitter_fix_path = "physics/common/physics_jitter_fix"
		var v_physics_jitter_fix setget set_physics_jitter_fix,get_physics_jitter_fix

		func set_physics_jitter_fix(value):
			ProjectSettings.set_setting(v_physics_jitter_fix_path,value)
			ProjectSettings.save()
			pass

		func get_physics_jitter_fix():
			return ProjectSettings.get_setting(v_physics_jitter_fix_path)
			pass

		#physics/common/enable_pause_aware_picking
		var v_enable_pause_aware_picking_path = "physics/common/enable_pause_aware_picking"
		var v_enable_pause_aware_picking setget set_enable_pause_aware_picking,get_enable_pause_aware_picking

		func set_enable_pause_aware_picking(value):
			ProjectSettings.set_setting(v_enable_pause_aware_picking_path,value)
			ProjectSettings.save()
			pass

		func get_enable_pause_aware_picking():
			return ProjectSettings.get_setting(v_enable_pause_aware_picking_path)
			pass

		#physics/common/enable_object_picking
		var v_enable_object_picking_path = "physics/common/enable_object_picking"
		var v_enable_object_picking setget set_enable_object_picking,get_enable_object_picking

		func set_enable_object_picking(value):
			ProjectSettings.set_setting(v_enable_object_picking_path,value)
			ProjectSettings.save()
			pass

		func get_enable_object_picking():
			return ProjectSettings.get_setting(v_enable_object_picking_path)
			pass

	var v_2d:C2_2d = C2_2d.new()
	#physics/2d
	class C2_2d:
		#physics/2d/physics_engine
		var v_physics_engine_path = "physics/2d/physics_engine"
		var v_physics_engine setget set_physics_engine,get_physics_engine

		func set_physics_engine(value):
			ProjectSettings.set_setting(v_physics_engine_path,value)
			ProjectSettings.save()
			pass

		func get_physics_engine():
			return ProjectSettings.get_setting(v_physics_engine_path)
			pass

		#physics/2d/thread_model
		var v_thread_model_path = "physics/2d/thread_model"
		var v_thread_model setget set_thread_model,get_thread_model

		func set_thread_model(value):
			ProjectSettings.set_setting(v_thread_model_path,value)
			ProjectSettings.save()
			pass

		func get_thread_model():
			return ProjectSettings.get_setting(v_thread_model_path)
			pass

		#physics/2d/sleep_threshold_linear
		var v_sleep_threshold_linear_path = "physics/2d/sleep_threshold_linear"
		var v_sleep_threshold_linear setget set_sleep_threshold_linear,get_sleep_threshold_linear

		func set_sleep_threshold_linear(value):
			ProjectSettings.set_setting(v_sleep_threshold_linear_path,value)
			ProjectSettings.save()
			pass

		func get_sleep_threshold_linear():
			return ProjectSettings.get_setting(v_sleep_threshold_linear_path)
			pass

		#physics/2d/sleep_threshold_angular
		var v_sleep_threshold_angular_path = "physics/2d/sleep_threshold_angular"
		var v_sleep_threshold_angular setget set_sleep_threshold_angular,get_sleep_threshold_angular

		func set_sleep_threshold_angular(value):
			ProjectSettings.set_setting(v_sleep_threshold_angular_path,value)
			ProjectSettings.save()
			pass

		func get_sleep_threshold_angular():
			return ProjectSettings.get_setting(v_sleep_threshold_angular_path)
			pass

		#physics/2d/time_before_sleep
		var v_time_before_sleep_path = "physics/2d/time_before_sleep"
		var v_time_before_sleep setget set_time_before_sleep,get_time_before_sleep

		func set_time_before_sleep(value):
			ProjectSettings.set_setting(v_time_before_sleep_path,value)
			ProjectSettings.save()
			pass

		func get_time_before_sleep():
			return ProjectSettings.get_setting(v_time_before_sleep_path)
			pass

		#physics/2d/bp_hash_table_size
		var v_bp_hash_table_size_path = "physics/2d/bp_hash_table_size"
		var v_bp_hash_table_size setget set_bp_hash_table_size,get_bp_hash_table_size

		func set_bp_hash_table_size(value):
			ProjectSettings.set_setting(v_bp_hash_table_size_path,value)
			ProjectSettings.save()
			pass

		func get_bp_hash_table_size():
			return ProjectSettings.get_setting(v_bp_hash_table_size_path)
			pass

		#physics/2d/cell_size
		var v_cell_size_path = "physics/2d/cell_size"
		var v_cell_size setget set_cell_size,get_cell_size

		func set_cell_size(value):
			ProjectSettings.set_setting(v_cell_size_path,value)
			ProjectSettings.save()
			pass

		func get_cell_size():
			return ProjectSettings.get_setting(v_cell_size_path)
			pass

		#physics/2d/large_object_surface_threshold_in_cells
		var v_large_object_surface_threshold_in_cells_path = "physics/2d/large_object_surface_threshold_in_cells"
		var v_large_object_surface_threshold_in_cells setget set_large_object_surface_threshold_in_cells,get_large_object_surface_threshold_in_cells

		func set_large_object_surface_threshold_in_cells(value):
			ProjectSettings.set_setting(v_large_object_surface_threshold_in_cells_path,value)
			ProjectSettings.save()
			pass

		func get_large_object_surface_threshold_in_cells():
			return ProjectSettings.get_setting(v_large_object_surface_threshold_in_cells_path)
			pass

		#physics/2d/default_gravity
		var v_default_gravity_path = "physics/2d/default_gravity"
		var v_default_gravity setget set_default_gravity,get_default_gravity

		func set_default_gravity(value):
			ProjectSettings.set_setting(v_default_gravity_path,value)
			ProjectSettings.save()
			pass

		func get_default_gravity():
			return ProjectSettings.get_setting(v_default_gravity_path)
			pass

		#physics/2d/default_gravity_vector
		var v_default_gravity_vector_path = "physics/2d/default_gravity_vector"
		var v_default_gravity_vector setget set_default_gravity_vector,get_default_gravity_vector

		func set_default_gravity_vector(value):
			ProjectSettings.set_setting(v_default_gravity_vector_path,value)
			ProjectSettings.save()
			pass

		func get_default_gravity_vector():
			return ProjectSettings.get_setting(v_default_gravity_vector_path)
			pass

		#physics/2d/default_linear_damp
		var v_default_linear_damp_path = "physics/2d/default_linear_damp"
		var v_default_linear_damp setget set_default_linear_damp,get_default_linear_damp

		func set_default_linear_damp(value):
			ProjectSettings.set_setting(v_default_linear_damp_path,value)
			ProjectSettings.save()
			pass

		func get_default_linear_damp():
			return ProjectSettings.get_setting(v_default_linear_damp_path)
			pass

		#physics/2d/default_angular_damp
		var v_default_angular_damp_path = "physics/2d/default_angular_damp"
		var v_default_angular_damp setget set_default_angular_damp,get_default_angular_damp

		func set_default_angular_damp(value):
			ProjectSettings.set_setting(v_default_angular_damp_path,value)
			ProjectSettings.save()
			pass

		func get_default_angular_damp():
			return ProjectSettings.get_setting(v_default_angular_damp_path)
			pass

	var v_3d:C2_3d = C2_3d.new()
	#physics/3d
	class C2_3d:
		#physics/3d/physics_engine
		var v_physics_engine_path = "physics/3d/physics_engine"
		var v_physics_engine setget set_physics_engine,get_physics_engine

		func set_physics_engine(value):
			ProjectSettings.set_setting(v_physics_engine_path,value)
			ProjectSettings.save()
			pass

		func get_physics_engine():
			return ProjectSettings.get_setting(v_physics_engine_path)
			pass

		#physics/3d/active_soft_world
		var v_active_soft_world_path = "physics/3d/active_soft_world"
		var v_active_soft_world setget set_active_soft_world,get_active_soft_world

		func set_active_soft_world(value):
			ProjectSettings.set_setting(v_active_soft_world_path,value)
			ProjectSettings.save()
			pass

		func get_active_soft_world():
			return ProjectSettings.get_setting(v_active_soft_world_path)
			pass

		var v_godot_physics:C3_godot_physics = C3_godot_physics.new()
		#physics/3d/godot_physics
		class C3_godot_physics:
			#physics/3d/godot_physics/use_bvh
			var v_use_bvh_path = "physics/3d/godot_physics/use_bvh"
			var v_use_bvh setget set_use_bvh,get_use_bvh

			func set_use_bvh(value):
				ProjectSettings.set_setting(v_use_bvh_path,value)
				ProjectSettings.save()
				pass

			func get_use_bvh():
				return ProjectSettings.get_setting(v_use_bvh_path)
				pass

		#physics/3d/default_gravity
		var v_default_gravity_path = "physics/3d/default_gravity"
		var v_default_gravity setget set_default_gravity,get_default_gravity

		func set_default_gravity(value):
			ProjectSettings.set_setting(v_default_gravity_path,value)
			ProjectSettings.save()
			pass

		func get_default_gravity():
			return ProjectSettings.get_setting(v_default_gravity_path)
			pass

		#physics/3d/default_gravity_vector
		var v_default_gravity_vector_path = "physics/3d/default_gravity_vector"
		var v_default_gravity_vector setget set_default_gravity_vector,get_default_gravity_vector

		func set_default_gravity_vector(value):
			ProjectSettings.set_setting(v_default_gravity_vector_path,value)
			ProjectSettings.save()
			pass

		func get_default_gravity_vector():
			return ProjectSettings.get_setting(v_default_gravity_vector_path)
			pass

		#physics/3d/default_linear_damp
		var v_default_linear_damp_path = "physics/3d/default_linear_damp"
		var v_default_linear_damp setget set_default_linear_damp,get_default_linear_damp

		func set_default_linear_damp(value):
			ProjectSettings.set_setting(v_default_linear_damp_path,value)
			ProjectSettings.save()
			pass

		func get_default_linear_damp():
			return ProjectSettings.get_setting(v_default_linear_damp_path)
			pass

		#physics/3d/default_angular_damp
		var v_default_angular_damp_path = "physics/3d/default_angular_damp"
		var v_default_angular_damp setget set_default_angular_damp,get_default_angular_damp

		func set_default_angular_damp(value):
			ProjectSettings.set_setting(v_default_angular_damp_path,value)
			ProjectSettings.save()
			pass

		func get_default_angular_damp():
			return ProjectSettings.get_setting(v_default_angular_damp_path)
			pass

var v_input_devices:C1_input_devices = C1_input_devices.new()
#input_devices
class C1_input_devices:
	var v_pointing:C2_pointing = C2_pointing.new()
	#input_devices/pointing
	class C2_pointing:
		var v_ios:C3_ios = C3_ios.new()
		#input_devices/pointing/ios
		class C3_ios:
			#input_devices/pointing/ios/touch_delay
			var v_touch_delay_path = "input_devices/pointing/ios/touch_delay"
			var v_touch_delay setget set_touch_delay,get_touch_delay

			func set_touch_delay(value):
				ProjectSettings.set_setting(v_touch_delay_path,value)
				ProjectSettings.save()
				pass

			func get_touch_delay():
				return ProjectSettings.get_setting(v_touch_delay_path)
				pass

		#input_devices/pointing/emulate_touch_from_mouse
		var v_emulate_touch_from_mouse_path = "input_devices/pointing/emulate_touch_from_mouse"
		var v_emulate_touch_from_mouse setget set_emulate_touch_from_mouse,get_emulate_touch_from_mouse

		func set_emulate_touch_from_mouse(value):
			ProjectSettings.set_setting(v_emulate_touch_from_mouse_path,value)
			ProjectSettings.save()
			pass

		func get_emulate_touch_from_mouse():
			return ProjectSettings.get_setting(v_emulate_touch_from_mouse_path)
			pass

		#input_devices/pointing/emulate_mouse_from_touch
		var v_emulate_mouse_from_touch_path = "input_devices/pointing/emulate_mouse_from_touch"
		var v_emulate_mouse_from_touch setget set_emulate_mouse_from_touch,get_emulate_mouse_from_touch

		func set_emulate_mouse_from_touch(value):
			ProjectSettings.set_setting(v_emulate_mouse_from_touch_path,value)
			ProjectSettings.save()
			pass

		func get_emulate_mouse_from_touch():
			return ProjectSettings.get_setting(v_emulate_mouse_from_touch_path)
			pass

var v_locale:C1_locale = C1_locale.new()
#locale
class C1_locale:
	#locale/test
	var v_test_path = "locale/test"
	var v_test setget set_test,get_test

	func set_test(value):
		ProjectSettings.set_setting(v_test_path,value)
		ProjectSettings.save()
		pass

	func get_test():
		return ProjectSettings.get_setting(v_test_path)
		pass

	#locale/fallback
	var v_fallback_path = "locale/fallback"
	var v_fallback setget set_fallback,get_fallback

	func set_fallback(value):
		ProjectSettings.set_setting(v_fallback_path,value)
		ProjectSettings.save()
		pass

	func get_fallback():
		return ProjectSettings.get_setting(v_fallback_path)
		pass

var v_node:C1_node = C1_node.new()
#node
class C1_node:
	#node/name_num_separator
	var v_name_num_separator_path = "node/name_num_separator"
	var v_name_num_separator setget set_name_num_separator,get_name_num_separator

	func set_name_num_separator(value):
		ProjectSettings.set_setting(v_name_num_separator_path,value)
		ProjectSettings.save()
		pass

	func get_name_num_separator():
		return ProjectSettings.get_setting(v_name_num_separator_path)
		pass

	#node/name_casing
	var v_name_casing_path = "node/name_casing"
	var v_name_casing setget set_name_casing,get_name_casing

	func set_name_casing(value):
		ProjectSettings.set_setting(v_name_casing_path,value)
		ProjectSettings.save()
		pass

	func get_name_casing():
		return ProjectSettings.get_setting(v_name_casing_path)
		pass

var v_gui:C1_gui = C1_gui.new()
#gui
class C1_gui:
	var v_common:C2_common = C2_common.new()
	#gui/common
	class C2_common:
		#gui/common/default_scroll_deadzone
		var v_default_scroll_deadzone_path = "gui/common/default_scroll_deadzone"
		var v_default_scroll_deadzone setget set_default_scroll_deadzone,get_default_scroll_deadzone

		func set_default_scroll_deadzone(value):
			ProjectSettings.set_setting(v_default_scroll_deadzone_path,value)
			ProjectSettings.save()
			pass

		func get_default_scroll_deadzone():
			return ProjectSettings.get_setting(v_default_scroll_deadzone_path)
			pass

		#gui/common/text_edit_undo_stack_max_size
		var v_text_edit_undo_stack_max_size_path = "gui/common/text_edit_undo_stack_max_size"
		var v_text_edit_undo_stack_max_size setget set_text_edit_undo_stack_max_size,get_text_edit_undo_stack_max_size

		func set_text_edit_undo_stack_max_size(value):
			ProjectSettings.set_setting(v_text_edit_undo_stack_max_size_path,value)
			ProjectSettings.save()
			pass

		func get_text_edit_undo_stack_max_size():
			return ProjectSettings.get_setting(v_text_edit_undo_stack_max_size_path)
			pass

		#gui/common/swap_ok_cancel
		var v_swap_ok_cancel_path = "gui/common/swap_ok_cancel"
		var v_swap_ok_cancel setget set_swap_ok_cancel,get_swap_ok_cancel

		func set_swap_ok_cancel(value):
			ProjectSettings.set_setting(v_swap_ok_cancel_path,value)
			ProjectSettings.save()
			pass

		func get_swap_ok_cancel():
			return ProjectSettings.get_setting(v_swap_ok_cancel_path)
			pass

		#gui/common/snap_controls_to_pixels
		var v_snap_controls_to_pixels_path = "gui/common/snap_controls_to_pixels"
		var v_snap_controls_to_pixels setget set_snap_controls_to_pixels,get_snap_controls_to_pixels

		func set_snap_controls_to_pixels(value):
			ProjectSettings.set_setting(v_snap_controls_to_pixels_path,value)
			ProjectSettings.save()
			pass

		func get_snap_controls_to_pixels():
			return ProjectSettings.get_setting(v_snap_controls_to_pixels_path)
			pass

	var v_timers:C2_timers = C2_timers.new()
	#gui/timers
	class C2_timers:
		#gui/timers/incremental_search_max_interval_msec
		var v_incremental_search_max_interval_msec_path = "gui/timers/incremental_search_max_interval_msec"
		var v_incremental_search_max_interval_msec setget set_incremental_search_max_interval_msec,get_incremental_search_max_interval_msec

		func set_incremental_search_max_interval_msec(value):
			ProjectSettings.set_setting(v_incremental_search_max_interval_msec_path,value)
			ProjectSettings.save()
			pass

		func get_incremental_search_max_interval_msec():
			return ProjectSettings.get_setting(v_incremental_search_max_interval_msec_path)
			pass

		#gui/timers/text_edit_idle_detect_sec
		var v_text_edit_idle_detect_sec_path = "gui/timers/text_edit_idle_detect_sec"
		var v_text_edit_idle_detect_sec setget set_text_edit_idle_detect_sec,get_text_edit_idle_detect_sec

		func set_text_edit_idle_detect_sec(value):
			ProjectSettings.set_setting(v_text_edit_idle_detect_sec_path,value)
			ProjectSettings.save()
			pass

		func get_text_edit_idle_detect_sec():
			return ProjectSettings.get_setting(v_text_edit_idle_detect_sec_path)
			pass

		#gui/timers/tooltip_delay_sec
		var v_tooltip_delay_sec_path = "gui/timers/tooltip_delay_sec"
		var v_tooltip_delay_sec setget set_tooltip_delay_sec,get_tooltip_delay_sec

		func set_tooltip_delay_sec(value):
			ProjectSettings.set_setting(v_tooltip_delay_sec_path,value)
			ProjectSettings.save()
			pass

		func get_tooltip_delay_sec():
			return ProjectSettings.get_setting(v_tooltip_delay_sec_path)
			pass

	var v_theme:C2_theme = C2_theme.new()
	#gui/theme
	class C2_theme:
		#gui/theme/use_hidpi
		var v_use_hidpi_path = "gui/theme/use_hidpi"
		var v_use_hidpi setget set_use_hidpi,get_use_hidpi

		func set_use_hidpi(value):
			ProjectSettings.set_setting(v_use_hidpi_path,value)
			ProjectSettings.save()
			pass

		func get_use_hidpi():
			return ProjectSettings.get_setting(v_use_hidpi_path)
			pass

		#gui/theme/custom
		var v_custom_path = "gui/theme/custom"
		var v_custom setget set_custom,get_custom

		func set_custom(value):
			ProjectSettings.set_setting(v_custom_path,value)
			ProjectSettings.save()
			pass

		func get_custom():
			return ProjectSettings.get_setting(v_custom_path)
			pass

		#gui/theme/custom_font
		var v_custom_font_path = "gui/theme/custom_font"
		var v_custom_font setget set_custom_font,get_custom_font

		func set_custom_font(value):
			ProjectSettings.set_setting(v_custom_font_path,value)
			ProjectSettings.save()
			pass

		func get_custom_font():
			return ProjectSettings.get_setting(v_custom_font_path)
			pass

var v_layer_names:C1_layer_names = C1_layer_names.new()
#layer_names
class C1_layer_names:
	var v_2d_render:C2_2d_render = C2_2d_render.new()
	#layer_names/2d_render
	class C2_2d_render:
		#layer_names/2d_render/layer_1
		var v_layer_1_path = "layer_names/2d_render/layer_1"
		var v_layer_1 setget set_layer_1,get_layer_1

		func set_layer_1(value):
			ProjectSettings.set_setting(v_layer_1_path,value)
			ProjectSettings.save()
			pass

		func get_layer_1():
			return ProjectSettings.get_setting(v_layer_1_path)
			pass

		#layer_names/2d_render/layer_2
		var v_layer_2_path = "layer_names/2d_render/layer_2"
		var v_layer_2 setget set_layer_2,get_layer_2

		func set_layer_2(value):
			ProjectSettings.set_setting(v_layer_2_path,value)
			ProjectSettings.save()
			pass

		func get_layer_2():
			return ProjectSettings.get_setting(v_layer_2_path)
			pass

		#layer_names/2d_render/layer_3
		var v_layer_3_path = "layer_names/2d_render/layer_3"
		var v_layer_3 setget set_layer_3,get_layer_3

		func set_layer_3(value):
			ProjectSettings.set_setting(v_layer_3_path,value)
			ProjectSettings.save()
			pass

		func get_layer_3():
			return ProjectSettings.get_setting(v_layer_3_path)
			pass

		#layer_names/2d_render/layer_4
		var v_layer_4_path = "layer_names/2d_render/layer_4"
		var v_layer_4 setget set_layer_4,get_layer_4

		func set_layer_4(value):
			ProjectSettings.set_setting(v_layer_4_path,value)
			ProjectSettings.save()
			pass

		func get_layer_4():
			return ProjectSettings.get_setting(v_layer_4_path)
			pass

		#layer_names/2d_render/layer_5
		var v_layer_5_path = "layer_names/2d_render/layer_5"
		var v_layer_5 setget set_layer_5,get_layer_5

		func set_layer_5(value):
			ProjectSettings.set_setting(v_layer_5_path,value)
			ProjectSettings.save()
			pass

		func get_layer_5():
			return ProjectSettings.get_setting(v_layer_5_path)
			pass

		#layer_names/2d_render/layer_6
		var v_layer_6_path = "layer_names/2d_render/layer_6"
		var v_layer_6 setget set_layer_6,get_layer_6

		func set_layer_6(value):
			ProjectSettings.set_setting(v_layer_6_path,value)
			ProjectSettings.save()
			pass

		func get_layer_6():
			return ProjectSettings.get_setting(v_layer_6_path)
			pass

		#layer_names/2d_render/layer_7
		var v_layer_7_path = "layer_names/2d_render/layer_7"
		var v_layer_7 setget set_layer_7,get_layer_7

		func set_layer_7(value):
			ProjectSettings.set_setting(v_layer_7_path,value)
			ProjectSettings.save()
			pass

		func get_layer_7():
			return ProjectSettings.get_setting(v_layer_7_path)
			pass

		#layer_names/2d_render/layer_8
		var v_layer_8_path = "layer_names/2d_render/layer_8"
		var v_layer_8 setget set_layer_8,get_layer_8

		func set_layer_8(value):
			ProjectSettings.set_setting(v_layer_8_path,value)
			ProjectSettings.save()
			pass

		func get_layer_8():
			return ProjectSettings.get_setting(v_layer_8_path)
			pass

		#layer_names/2d_render/layer_9
		var v_layer_9_path = "layer_names/2d_render/layer_9"
		var v_layer_9 setget set_layer_9,get_layer_9

		func set_layer_9(value):
			ProjectSettings.set_setting(v_layer_9_path,value)
			ProjectSettings.save()
			pass

		func get_layer_9():
			return ProjectSettings.get_setting(v_layer_9_path)
			pass

		#layer_names/2d_render/layer_10
		var v_layer_10_path = "layer_names/2d_render/layer_10"
		var v_layer_10 setget set_layer_10,get_layer_10

		func set_layer_10(value):
			ProjectSettings.set_setting(v_layer_10_path,value)
			ProjectSettings.save()
			pass

		func get_layer_10():
			return ProjectSettings.get_setting(v_layer_10_path)
			pass

		#layer_names/2d_render/layer_11
		var v_layer_11_path = "layer_names/2d_render/layer_11"
		var v_layer_11 setget set_layer_11,get_layer_11

		func set_layer_11(value):
			ProjectSettings.set_setting(v_layer_11_path,value)
			ProjectSettings.save()
			pass

		func get_layer_11():
			return ProjectSettings.get_setting(v_layer_11_path)
			pass

		#layer_names/2d_render/layer_12
		var v_layer_12_path = "layer_names/2d_render/layer_12"
		var v_layer_12 setget set_layer_12,get_layer_12

		func set_layer_12(value):
			ProjectSettings.set_setting(v_layer_12_path,value)
			ProjectSettings.save()
			pass

		func get_layer_12():
			return ProjectSettings.get_setting(v_layer_12_path)
			pass

		#layer_names/2d_render/layer_13
		var v_layer_13_path = "layer_names/2d_render/layer_13"
		var v_layer_13 setget set_layer_13,get_layer_13

		func set_layer_13(value):
			ProjectSettings.set_setting(v_layer_13_path,value)
			ProjectSettings.save()
			pass

		func get_layer_13():
			return ProjectSettings.get_setting(v_layer_13_path)
			pass

		#layer_names/2d_render/layer_14
		var v_layer_14_path = "layer_names/2d_render/layer_14"
		var v_layer_14 setget set_layer_14,get_layer_14

		func set_layer_14(value):
			ProjectSettings.set_setting(v_layer_14_path,value)
			ProjectSettings.save()
			pass

		func get_layer_14():
			return ProjectSettings.get_setting(v_layer_14_path)
			pass

		#layer_names/2d_render/layer_15
		var v_layer_15_path = "layer_names/2d_render/layer_15"
		var v_layer_15 setget set_layer_15,get_layer_15

		func set_layer_15(value):
			ProjectSettings.set_setting(v_layer_15_path,value)
			ProjectSettings.save()
			pass

		func get_layer_15():
			return ProjectSettings.get_setting(v_layer_15_path)
			pass

		#layer_names/2d_render/layer_16
		var v_layer_16_path = "layer_names/2d_render/layer_16"
		var v_layer_16 setget set_layer_16,get_layer_16

		func set_layer_16(value):
			ProjectSettings.set_setting(v_layer_16_path,value)
			ProjectSettings.save()
			pass

		func get_layer_16():
			return ProjectSettings.get_setting(v_layer_16_path)
			pass

		#layer_names/2d_render/layer_17
		var v_layer_17_path = "layer_names/2d_render/layer_17"
		var v_layer_17 setget set_layer_17,get_layer_17

		func set_layer_17(value):
			ProjectSettings.set_setting(v_layer_17_path,value)
			ProjectSettings.save()
			pass

		func get_layer_17():
			return ProjectSettings.get_setting(v_layer_17_path)
			pass

		#layer_names/2d_render/layer_18
		var v_layer_18_path = "layer_names/2d_render/layer_18"
		var v_layer_18 setget set_layer_18,get_layer_18

		func set_layer_18(value):
			ProjectSettings.set_setting(v_layer_18_path,value)
			ProjectSettings.save()
			pass

		func get_layer_18():
			return ProjectSettings.get_setting(v_layer_18_path)
			pass

		#layer_names/2d_render/layer_19
		var v_layer_19_path = "layer_names/2d_render/layer_19"
		var v_layer_19 setget set_layer_19,get_layer_19

		func set_layer_19(value):
			ProjectSettings.set_setting(v_layer_19_path,value)
			ProjectSettings.save()
			pass

		func get_layer_19():
			return ProjectSettings.get_setting(v_layer_19_path)
			pass

		#layer_names/2d_render/layer_20
		var v_layer_20_path = "layer_names/2d_render/layer_20"
		var v_layer_20 setget set_layer_20,get_layer_20

		func set_layer_20(value):
			ProjectSettings.set_setting(v_layer_20_path,value)
			ProjectSettings.save()
			pass

		func get_layer_20():
			return ProjectSettings.get_setting(v_layer_20_path)
			pass

	var v_2d_physics:C2_2d_physics = C2_2d_physics.new()
	#layer_names/2d_physics
	class C2_2d_physics:
		#layer_names/2d_physics/layer_1
		var v_layer_1_path = "layer_names/2d_physics/layer_1"
		var v_layer_1 setget set_layer_1,get_layer_1

		func set_layer_1(value):
			ProjectSettings.set_setting(v_layer_1_path,value)
			ProjectSettings.save()
			pass

		func get_layer_1():
			return ProjectSettings.get_setting(v_layer_1_path)
			pass

		#layer_names/2d_physics/layer_2
		var v_layer_2_path = "layer_names/2d_physics/layer_2"
		var v_layer_2 setget set_layer_2,get_layer_2

		func set_layer_2(value):
			ProjectSettings.set_setting(v_layer_2_path,value)
			ProjectSettings.save()
			pass

		func get_layer_2():
			return ProjectSettings.get_setting(v_layer_2_path)
			pass

		#layer_names/2d_physics/layer_3
		var v_layer_3_path = "layer_names/2d_physics/layer_3"
		var v_layer_3 setget set_layer_3,get_layer_3

		func set_layer_3(value):
			ProjectSettings.set_setting(v_layer_3_path,value)
			ProjectSettings.save()
			pass

		func get_layer_3():
			return ProjectSettings.get_setting(v_layer_3_path)
			pass

		#layer_names/2d_physics/layer_4
		var v_layer_4_path = "layer_names/2d_physics/layer_4"
		var v_layer_4 setget set_layer_4,get_layer_4

		func set_layer_4(value):
			ProjectSettings.set_setting(v_layer_4_path,value)
			ProjectSettings.save()
			pass

		func get_layer_4():
			return ProjectSettings.get_setting(v_layer_4_path)
			pass

		#layer_names/2d_physics/layer_5
		var v_layer_5_path = "layer_names/2d_physics/layer_5"
		var v_layer_5 setget set_layer_5,get_layer_5

		func set_layer_5(value):
			ProjectSettings.set_setting(v_layer_5_path,value)
			ProjectSettings.save()
			pass

		func get_layer_5():
			return ProjectSettings.get_setting(v_layer_5_path)
			pass

		#layer_names/2d_physics/layer_6
		var v_layer_6_path = "layer_names/2d_physics/layer_6"
		var v_layer_6 setget set_layer_6,get_layer_6

		func set_layer_6(value):
			ProjectSettings.set_setting(v_layer_6_path,value)
			ProjectSettings.save()
			pass

		func get_layer_6():
			return ProjectSettings.get_setting(v_layer_6_path)
			pass

		#layer_names/2d_physics/layer_7
		var v_layer_7_path = "layer_names/2d_physics/layer_7"
		var v_layer_7 setget set_layer_7,get_layer_7

		func set_layer_7(value):
			ProjectSettings.set_setting(v_layer_7_path,value)
			ProjectSettings.save()
			pass

		func get_layer_7():
			return ProjectSettings.get_setting(v_layer_7_path)
			pass

		#layer_names/2d_physics/layer_8
		var v_layer_8_path = "layer_names/2d_physics/layer_8"
		var v_layer_8 setget set_layer_8,get_layer_8

		func set_layer_8(value):
			ProjectSettings.set_setting(v_layer_8_path,value)
			ProjectSettings.save()
			pass

		func get_layer_8():
			return ProjectSettings.get_setting(v_layer_8_path)
			pass

		#layer_names/2d_physics/layer_9
		var v_layer_9_path = "layer_names/2d_physics/layer_9"
		var v_layer_9 setget set_layer_9,get_layer_9

		func set_layer_9(value):
			ProjectSettings.set_setting(v_layer_9_path,value)
			ProjectSettings.save()
			pass

		func get_layer_9():
			return ProjectSettings.get_setting(v_layer_9_path)
			pass

		#layer_names/2d_physics/layer_10
		var v_layer_10_path = "layer_names/2d_physics/layer_10"
		var v_layer_10 setget set_layer_10,get_layer_10

		func set_layer_10(value):
			ProjectSettings.set_setting(v_layer_10_path,value)
			ProjectSettings.save()
			pass

		func get_layer_10():
			return ProjectSettings.get_setting(v_layer_10_path)
			pass

		#layer_names/2d_physics/layer_11
		var v_layer_11_path = "layer_names/2d_physics/layer_11"
		var v_layer_11 setget set_layer_11,get_layer_11

		func set_layer_11(value):
			ProjectSettings.set_setting(v_layer_11_path,value)
			ProjectSettings.save()
			pass

		func get_layer_11():
			return ProjectSettings.get_setting(v_layer_11_path)
			pass

		#layer_names/2d_physics/layer_12
		var v_layer_12_path = "layer_names/2d_physics/layer_12"
		var v_layer_12 setget set_layer_12,get_layer_12

		func set_layer_12(value):
			ProjectSettings.set_setting(v_layer_12_path,value)
			ProjectSettings.save()
			pass

		func get_layer_12():
			return ProjectSettings.get_setting(v_layer_12_path)
			pass

		#layer_names/2d_physics/layer_13
		var v_layer_13_path = "layer_names/2d_physics/layer_13"
		var v_layer_13 setget set_layer_13,get_layer_13

		func set_layer_13(value):
			ProjectSettings.set_setting(v_layer_13_path,value)
			ProjectSettings.save()
			pass

		func get_layer_13():
			return ProjectSettings.get_setting(v_layer_13_path)
			pass

		#layer_names/2d_physics/layer_14
		var v_layer_14_path = "layer_names/2d_physics/layer_14"
		var v_layer_14 setget set_layer_14,get_layer_14

		func set_layer_14(value):
			ProjectSettings.set_setting(v_layer_14_path,value)
			ProjectSettings.save()
			pass

		func get_layer_14():
			return ProjectSettings.get_setting(v_layer_14_path)
			pass

		#layer_names/2d_physics/layer_15
		var v_layer_15_path = "layer_names/2d_physics/layer_15"
		var v_layer_15 setget set_layer_15,get_layer_15

		func set_layer_15(value):
			ProjectSettings.set_setting(v_layer_15_path,value)
			ProjectSettings.save()
			pass

		func get_layer_15():
			return ProjectSettings.get_setting(v_layer_15_path)
			pass

		#layer_names/2d_physics/layer_16
		var v_layer_16_path = "layer_names/2d_physics/layer_16"
		var v_layer_16 setget set_layer_16,get_layer_16

		func set_layer_16(value):
			ProjectSettings.set_setting(v_layer_16_path,value)
			ProjectSettings.save()
			pass

		func get_layer_16():
			return ProjectSettings.get_setting(v_layer_16_path)
			pass

		#layer_names/2d_physics/layer_17
		var v_layer_17_path = "layer_names/2d_physics/layer_17"
		var v_layer_17 setget set_layer_17,get_layer_17

		func set_layer_17(value):
			ProjectSettings.set_setting(v_layer_17_path,value)
			ProjectSettings.save()
			pass

		func get_layer_17():
			return ProjectSettings.get_setting(v_layer_17_path)
			pass

		#layer_names/2d_physics/layer_18
		var v_layer_18_path = "layer_names/2d_physics/layer_18"
		var v_layer_18 setget set_layer_18,get_layer_18

		func set_layer_18(value):
			ProjectSettings.set_setting(v_layer_18_path,value)
			ProjectSettings.save()
			pass

		func get_layer_18():
			return ProjectSettings.get_setting(v_layer_18_path)
			pass

		#layer_names/2d_physics/layer_19
		var v_layer_19_path = "layer_names/2d_physics/layer_19"
		var v_layer_19 setget set_layer_19,get_layer_19

		func set_layer_19(value):
			ProjectSettings.set_setting(v_layer_19_path,value)
			ProjectSettings.save()
			pass

		func get_layer_19():
			return ProjectSettings.get_setting(v_layer_19_path)
			pass

		#layer_names/2d_physics/layer_20
		var v_layer_20_path = "layer_names/2d_physics/layer_20"
		var v_layer_20 setget set_layer_20,get_layer_20

		func set_layer_20(value):
			ProjectSettings.set_setting(v_layer_20_path,value)
			ProjectSettings.save()
			pass

		func get_layer_20():
			return ProjectSettings.get_setting(v_layer_20_path)
			pass

	var v_3d_render:C2_3d_render = C2_3d_render.new()
	#layer_names/3d_render
	class C2_3d_render:
		#layer_names/3d_render/layer_1
		var v_layer_1_path = "layer_names/3d_render/layer_1"
		var v_layer_1 setget set_layer_1,get_layer_1

		func set_layer_1(value):
			ProjectSettings.set_setting(v_layer_1_path,value)
			ProjectSettings.save()
			pass

		func get_layer_1():
			return ProjectSettings.get_setting(v_layer_1_path)
			pass

		#layer_names/3d_render/layer_2
		var v_layer_2_path = "layer_names/3d_render/layer_2"
		var v_layer_2 setget set_layer_2,get_layer_2

		func set_layer_2(value):
			ProjectSettings.set_setting(v_layer_2_path,value)
			ProjectSettings.save()
			pass

		func get_layer_2():
			return ProjectSettings.get_setting(v_layer_2_path)
			pass

		#layer_names/3d_render/layer_3
		var v_layer_3_path = "layer_names/3d_render/layer_3"
		var v_layer_3 setget set_layer_3,get_layer_3

		func set_layer_3(value):
			ProjectSettings.set_setting(v_layer_3_path,value)
			ProjectSettings.save()
			pass

		func get_layer_3():
			return ProjectSettings.get_setting(v_layer_3_path)
			pass

		#layer_names/3d_render/layer_4
		var v_layer_4_path = "layer_names/3d_render/layer_4"
		var v_layer_4 setget set_layer_4,get_layer_4

		func set_layer_4(value):
			ProjectSettings.set_setting(v_layer_4_path,value)
			ProjectSettings.save()
			pass

		func get_layer_4():
			return ProjectSettings.get_setting(v_layer_4_path)
			pass

		#layer_names/3d_render/layer_5
		var v_layer_5_path = "layer_names/3d_render/layer_5"
		var v_layer_5 setget set_layer_5,get_layer_5

		func set_layer_5(value):
			ProjectSettings.set_setting(v_layer_5_path,value)
			ProjectSettings.save()
			pass

		func get_layer_5():
			return ProjectSettings.get_setting(v_layer_5_path)
			pass

		#layer_names/3d_render/layer_6
		var v_layer_6_path = "layer_names/3d_render/layer_6"
		var v_layer_6 setget set_layer_6,get_layer_6

		func set_layer_6(value):
			ProjectSettings.set_setting(v_layer_6_path,value)
			ProjectSettings.save()
			pass

		func get_layer_6():
			return ProjectSettings.get_setting(v_layer_6_path)
			pass

		#layer_names/3d_render/layer_7
		var v_layer_7_path = "layer_names/3d_render/layer_7"
		var v_layer_7 setget set_layer_7,get_layer_7

		func set_layer_7(value):
			ProjectSettings.set_setting(v_layer_7_path,value)
			ProjectSettings.save()
			pass

		func get_layer_7():
			return ProjectSettings.get_setting(v_layer_7_path)
			pass

		#layer_names/3d_render/layer_8
		var v_layer_8_path = "layer_names/3d_render/layer_8"
		var v_layer_8 setget set_layer_8,get_layer_8

		func set_layer_8(value):
			ProjectSettings.set_setting(v_layer_8_path,value)
			ProjectSettings.save()
			pass

		func get_layer_8():
			return ProjectSettings.get_setting(v_layer_8_path)
			pass

		#layer_names/3d_render/layer_9
		var v_layer_9_path = "layer_names/3d_render/layer_9"
		var v_layer_9 setget set_layer_9,get_layer_9

		func set_layer_9(value):
			ProjectSettings.set_setting(v_layer_9_path,value)
			ProjectSettings.save()
			pass

		func get_layer_9():
			return ProjectSettings.get_setting(v_layer_9_path)
			pass

		#layer_names/3d_render/layer_10
		var v_layer_10_path = "layer_names/3d_render/layer_10"
		var v_layer_10 setget set_layer_10,get_layer_10

		func set_layer_10(value):
			ProjectSettings.set_setting(v_layer_10_path,value)
			ProjectSettings.save()
			pass

		func get_layer_10():
			return ProjectSettings.get_setting(v_layer_10_path)
			pass

		#layer_names/3d_render/layer_11
		var v_layer_11_path = "layer_names/3d_render/layer_11"
		var v_layer_11 setget set_layer_11,get_layer_11

		func set_layer_11(value):
			ProjectSettings.set_setting(v_layer_11_path,value)
			ProjectSettings.save()
			pass

		func get_layer_11():
			return ProjectSettings.get_setting(v_layer_11_path)
			pass

		#layer_names/3d_render/layer_12
		var v_layer_12_path = "layer_names/3d_render/layer_12"
		var v_layer_12 setget set_layer_12,get_layer_12

		func set_layer_12(value):
			ProjectSettings.set_setting(v_layer_12_path,value)
			ProjectSettings.save()
			pass

		func get_layer_12():
			return ProjectSettings.get_setting(v_layer_12_path)
			pass

		#layer_names/3d_render/layer_13
		var v_layer_13_path = "layer_names/3d_render/layer_13"
		var v_layer_13 setget set_layer_13,get_layer_13

		func set_layer_13(value):
			ProjectSettings.set_setting(v_layer_13_path,value)
			ProjectSettings.save()
			pass

		func get_layer_13():
			return ProjectSettings.get_setting(v_layer_13_path)
			pass

		#layer_names/3d_render/layer_14
		var v_layer_14_path = "layer_names/3d_render/layer_14"
		var v_layer_14 setget set_layer_14,get_layer_14

		func set_layer_14(value):
			ProjectSettings.set_setting(v_layer_14_path,value)
			ProjectSettings.save()
			pass

		func get_layer_14():
			return ProjectSettings.get_setting(v_layer_14_path)
			pass

		#layer_names/3d_render/layer_15
		var v_layer_15_path = "layer_names/3d_render/layer_15"
		var v_layer_15 setget set_layer_15,get_layer_15

		func set_layer_15(value):
			ProjectSettings.set_setting(v_layer_15_path,value)
			ProjectSettings.save()
			pass

		func get_layer_15():
			return ProjectSettings.get_setting(v_layer_15_path)
			pass

		#layer_names/3d_render/layer_16
		var v_layer_16_path = "layer_names/3d_render/layer_16"
		var v_layer_16 setget set_layer_16,get_layer_16

		func set_layer_16(value):
			ProjectSettings.set_setting(v_layer_16_path,value)
			ProjectSettings.save()
			pass

		func get_layer_16():
			return ProjectSettings.get_setting(v_layer_16_path)
			pass

		#layer_names/3d_render/layer_17
		var v_layer_17_path = "layer_names/3d_render/layer_17"
		var v_layer_17 setget set_layer_17,get_layer_17

		func set_layer_17(value):
			ProjectSettings.set_setting(v_layer_17_path,value)
			ProjectSettings.save()
			pass

		func get_layer_17():
			return ProjectSettings.get_setting(v_layer_17_path)
			pass

		#layer_names/3d_render/layer_18
		var v_layer_18_path = "layer_names/3d_render/layer_18"
		var v_layer_18 setget set_layer_18,get_layer_18

		func set_layer_18(value):
			ProjectSettings.set_setting(v_layer_18_path,value)
			ProjectSettings.save()
			pass

		func get_layer_18():
			return ProjectSettings.get_setting(v_layer_18_path)
			pass

		#layer_names/3d_render/layer_19
		var v_layer_19_path = "layer_names/3d_render/layer_19"
		var v_layer_19 setget set_layer_19,get_layer_19

		func set_layer_19(value):
			ProjectSettings.set_setting(v_layer_19_path,value)
			ProjectSettings.save()
			pass

		func get_layer_19():
			return ProjectSettings.get_setting(v_layer_19_path)
			pass

		#layer_names/3d_render/layer_20
		var v_layer_20_path = "layer_names/3d_render/layer_20"
		var v_layer_20 setget set_layer_20,get_layer_20

		func set_layer_20(value):
			ProjectSettings.set_setting(v_layer_20_path,value)
			ProjectSettings.save()
			pass

		func get_layer_20():
			return ProjectSettings.get_setting(v_layer_20_path)
			pass

	var v_3d_physics:C2_3d_physics = C2_3d_physics.new()
	#layer_names/3d_physics
	class C2_3d_physics:
		#layer_names/3d_physics/layer_1
		var v_layer_1_path = "layer_names/3d_physics/layer_1"
		var v_layer_1 setget set_layer_1,get_layer_1

		func set_layer_1(value):
			ProjectSettings.set_setting(v_layer_1_path,value)
			ProjectSettings.save()
			pass

		func get_layer_1():
			return ProjectSettings.get_setting(v_layer_1_path)
			pass

		#layer_names/3d_physics/layer_2
		var v_layer_2_path = "layer_names/3d_physics/layer_2"
		var v_layer_2 setget set_layer_2,get_layer_2

		func set_layer_2(value):
			ProjectSettings.set_setting(v_layer_2_path,value)
			ProjectSettings.save()
			pass

		func get_layer_2():
			return ProjectSettings.get_setting(v_layer_2_path)
			pass

		#layer_names/3d_physics/layer_3
		var v_layer_3_path = "layer_names/3d_physics/layer_3"
		var v_layer_3 setget set_layer_3,get_layer_3

		func set_layer_3(value):
			ProjectSettings.set_setting(v_layer_3_path,value)
			ProjectSettings.save()
			pass

		func get_layer_3():
			return ProjectSettings.get_setting(v_layer_3_path)
			pass

		#layer_names/3d_physics/layer_4
		var v_layer_4_path = "layer_names/3d_physics/layer_4"
		var v_layer_4 setget set_layer_4,get_layer_4

		func set_layer_4(value):
			ProjectSettings.set_setting(v_layer_4_path,value)
			ProjectSettings.save()
			pass

		func get_layer_4():
			return ProjectSettings.get_setting(v_layer_4_path)
			pass

		#layer_names/3d_physics/layer_5
		var v_layer_5_path = "layer_names/3d_physics/layer_5"
		var v_layer_5 setget set_layer_5,get_layer_5

		func set_layer_5(value):
			ProjectSettings.set_setting(v_layer_5_path,value)
			ProjectSettings.save()
			pass

		func get_layer_5():
			return ProjectSettings.get_setting(v_layer_5_path)
			pass

		#layer_names/3d_physics/layer_6
		var v_layer_6_path = "layer_names/3d_physics/layer_6"
		var v_layer_6 setget set_layer_6,get_layer_6

		func set_layer_6(value):
			ProjectSettings.set_setting(v_layer_6_path,value)
			ProjectSettings.save()
			pass

		func get_layer_6():
			return ProjectSettings.get_setting(v_layer_6_path)
			pass

		#layer_names/3d_physics/layer_7
		var v_layer_7_path = "layer_names/3d_physics/layer_7"
		var v_layer_7 setget set_layer_7,get_layer_7

		func set_layer_7(value):
			ProjectSettings.set_setting(v_layer_7_path,value)
			ProjectSettings.save()
			pass

		func get_layer_7():
			return ProjectSettings.get_setting(v_layer_7_path)
			pass

		#layer_names/3d_physics/layer_8
		var v_layer_8_path = "layer_names/3d_physics/layer_8"
		var v_layer_8 setget set_layer_8,get_layer_8

		func set_layer_8(value):
			ProjectSettings.set_setting(v_layer_8_path,value)
			ProjectSettings.save()
			pass

		func get_layer_8():
			return ProjectSettings.get_setting(v_layer_8_path)
			pass

		#layer_names/3d_physics/layer_9
		var v_layer_9_path = "layer_names/3d_physics/layer_9"
		var v_layer_9 setget set_layer_9,get_layer_9

		func set_layer_9(value):
			ProjectSettings.set_setting(v_layer_9_path,value)
			ProjectSettings.save()
			pass

		func get_layer_9():
			return ProjectSettings.get_setting(v_layer_9_path)
			pass

		#layer_names/3d_physics/layer_10
		var v_layer_10_path = "layer_names/3d_physics/layer_10"
		var v_layer_10 setget set_layer_10,get_layer_10

		func set_layer_10(value):
			ProjectSettings.set_setting(v_layer_10_path,value)
			ProjectSettings.save()
			pass

		func get_layer_10():
			return ProjectSettings.get_setting(v_layer_10_path)
			pass

		#layer_names/3d_physics/layer_11
		var v_layer_11_path = "layer_names/3d_physics/layer_11"
		var v_layer_11 setget set_layer_11,get_layer_11

		func set_layer_11(value):
			ProjectSettings.set_setting(v_layer_11_path,value)
			ProjectSettings.save()
			pass

		func get_layer_11():
			return ProjectSettings.get_setting(v_layer_11_path)
			pass

		#layer_names/3d_physics/layer_12
		var v_layer_12_path = "layer_names/3d_physics/layer_12"
		var v_layer_12 setget set_layer_12,get_layer_12

		func set_layer_12(value):
			ProjectSettings.set_setting(v_layer_12_path,value)
			ProjectSettings.save()
			pass

		func get_layer_12():
			return ProjectSettings.get_setting(v_layer_12_path)
			pass

		#layer_names/3d_physics/layer_13
		var v_layer_13_path = "layer_names/3d_physics/layer_13"
		var v_layer_13 setget set_layer_13,get_layer_13

		func set_layer_13(value):
			ProjectSettings.set_setting(v_layer_13_path,value)
			ProjectSettings.save()
			pass

		func get_layer_13():
			return ProjectSettings.get_setting(v_layer_13_path)
			pass

		#layer_names/3d_physics/layer_14
		var v_layer_14_path = "layer_names/3d_physics/layer_14"
		var v_layer_14 setget set_layer_14,get_layer_14

		func set_layer_14(value):
			ProjectSettings.set_setting(v_layer_14_path,value)
			ProjectSettings.save()
			pass

		func get_layer_14():
			return ProjectSettings.get_setting(v_layer_14_path)
			pass

		#layer_names/3d_physics/layer_15
		var v_layer_15_path = "layer_names/3d_physics/layer_15"
		var v_layer_15 setget set_layer_15,get_layer_15

		func set_layer_15(value):
			ProjectSettings.set_setting(v_layer_15_path,value)
			ProjectSettings.save()
			pass

		func get_layer_15():
			return ProjectSettings.get_setting(v_layer_15_path)
			pass

		#layer_names/3d_physics/layer_16
		var v_layer_16_path = "layer_names/3d_physics/layer_16"
		var v_layer_16 setget set_layer_16,get_layer_16

		func set_layer_16(value):
			ProjectSettings.set_setting(v_layer_16_path,value)
			ProjectSettings.save()
			pass

		func get_layer_16():
			return ProjectSettings.get_setting(v_layer_16_path)
			pass

		#layer_names/3d_physics/layer_17
		var v_layer_17_path = "layer_names/3d_physics/layer_17"
		var v_layer_17 setget set_layer_17,get_layer_17

		func set_layer_17(value):
			ProjectSettings.set_setting(v_layer_17_path,value)
			ProjectSettings.save()
			pass

		func get_layer_17():
			return ProjectSettings.get_setting(v_layer_17_path)
			pass

		#layer_names/3d_physics/layer_18
		var v_layer_18_path = "layer_names/3d_physics/layer_18"
		var v_layer_18 setget set_layer_18,get_layer_18

		func set_layer_18(value):
			ProjectSettings.set_setting(v_layer_18_path,value)
			ProjectSettings.save()
			pass

		func get_layer_18():
			return ProjectSettings.get_setting(v_layer_18_path)
			pass

		#layer_names/3d_physics/layer_19
		var v_layer_19_path = "layer_names/3d_physics/layer_19"
		var v_layer_19 setget set_layer_19,get_layer_19

		func set_layer_19(value):
			ProjectSettings.set_setting(v_layer_19_path,value)
			ProjectSettings.save()
			pass

		func get_layer_19():
			return ProjectSettings.get_setting(v_layer_19_path)
			pass

		#layer_names/3d_physics/layer_20
		var v_layer_20_path = "layer_names/3d_physics/layer_20"
		var v_layer_20 setget set_layer_20,get_layer_20

		func set_layer_20(value):
			ProjectSettings.set_setting(v_layer_20_path,value)
			ProjectSettings.save()
			pass

		func get_layer_20():
			return ProjectSettings.get_setting(v_layer_20_path)
			pass

var v_world:C1_world = C1_world.new()
#world
class C1_world:
	var v_2d:C2_2d = C2_2d.new()
	#world/2d
	class C2_2d:
		#world/2d/cell_size
		var v_cell_size_path = "world/2d/cell_size"
		var v_cell_size setget set_cell_size,get_cell_size

		func set_cell_size(value):
			ProjectSettings.set_setting(v_cell_size_path,value)
			ProjectSettings.save()
			pass

		func get_cell_size():
			return ProjectSettings.get_setting(v_cell_size_path)
			pass

#_global_script_classes
var v__global_script_classes_path = "_global_script_classes"
var v__global_script_classes setget set__global_script_classes,get__global_script_classes

func set__global_script_classes(value):
	ProjectSettings.set_setting(v__global_script_classes_path,value)
	ProjectSettings.save()
	pass

func get__global_script_classes():
	return ProjectSettings.get_setting(v__global_script_classes_path)
	pass

#_global_script_class_icons
var v__global_script_class_icons_path = "_global_script_class_icons"
var v__global_script_class_icons setget set__global_script_class_icons,get__global_script_class_icons

func set__global_script_class_icons(value):
	ProjectSettings.set_setting(v__global_script_class_icons_path,value)
	ProjectSettings.save()
	pass

func get__global_script_class_icons():
	return ProjectSettings.get_setting(v__global_script_class_icons_path)
	pass

var v_editor_plugins:C1_editor_plugins = C1_editor_plugins.new()
#editor_plugins
class C1_editor_plugins:
	#editor_plugins/enabled
	var v_enabled_path = "editor_plugins/enabled"
	var v_enabled setget set_enabled,get_enabled

	func set_enabled(value):
		ProjectSettings.set_setting(v_enabled_path,value)
		ProjectSettings.save()
		pass

	func get_enabled():
		return ProjectSettings.get_setting(v_enabled_path)
		pass

#script
var v_script_path = "script"
var v_script setget set_script,get_script

func set_script(value):
	ProjectSettings.set_setting(v_script_path,value)
	ProjectSettings.save()
	pass

func get_script():
	return ProjectSettings.get_setting(v_script_path)
	pass


